--MCmobs v0.4 --maikerumine --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -- ENDERMAN BEHAVIOUR (OLD): -- In this game, endermen attack the player on sight, like other monsters do. -- However, they have a reduced viewing range to make them less dangerous. -- This differs from MC, in which endermen only become hostile when provoked, -- and they are provoked by looking directly at them. -- Rootyjr ----------------------------- -- implemented ability to detect when seen / break eye contact and aggressive response -- implemented teleport to avoid arrows. -- implemented teleport to avoid rain. -- implemented teleport to chase. -- added enderman particles. -- drew mcl_portal_particle1.png -- drew mcl_portal_particle2.png -- drew mcl_portal_particle3.png -- drew mcl_portal_particle4.png -- drew mcl_portal_particle5.png -- added rain damage. -- fixed the grass_with_dirt issue. local S = minetest.get_translator("mobs_mc") local telesound = function(pos, is_source) local snd if is_source then snd = "mobs_mc_enderman_teleport_src" else snd = "mobs_mc_enderman_teleport_dst" end minetest.sound_play(snd, {pos=pos, max_hear_distance=16}, true) end --################### --################### ENDERMAN --################### local pr = PseudoRandom(os.time()*(-334)) -- How freqeuntly to take and place blocks, in seconds local take_frequency_min = 25 local take_frequency_max = 90 local place_frequency_min = 10 local place_frequency_max = 30 -- Create the textures table for the enderman, depending on which kind of block -- the enderman holds (if any). local create_enderman_textures = function(block_type, itemstring) local base = "mobs_mc_enderman.png^mobs_mc_enderman_eyes.png" --[[ Order of the textures in the texture table: Flower, 90 degrees Flower, 45 degrees Held block, backside Held block, bottom Held block, front Held block, left Held block, right Held block, top Enderman texture (base) ]] -- Regular cube if block_type == "cube" then local tiles = minetest.registered_nodes[itemstring].tiles local textures = {} local last if mobs_mc.enderman_block_texture_overrides[itemstring] then -- Texture override available? Use these instead! textures = mobs_mc.enderman_block_texture_overrides[itemstring] else -- Extract the texture names for i = 1, 6 do if type(tiles[i]) == "string" then last = tiles[i] elseif type(tiles[i]) == "table" then if tiles[i].name then last = tiles[i].name end end table.insert(textures, last) end end return { "blank.png", "blank.png", textures[5], textures[2], textures[6], textures[3], textures[4], textures[1], base, -- Enderman texture } -- Node of plantlike drawtype, 45° (recommended) elseif block_type == "plantlike45" then local textures = minetest.registered_nodes[itemstring].tiles return { "blank.png", textures[1], "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", base, } -- Node of plantlike drawtype, 90° elseif block_type == "plantlike90" then local textures = minetest.registered_nodes[itemstring].tiles return { textures[1], "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", base, } elseif block_type == "unknown" then return { "blank.png", "blank.png", "unknown_node.png", "unknown_node.png", "unknown_node.png", "unknown_node.png", "unknown_node.png", "unknown_node.png", base, -- Enderman texture } -- No block held (for initial texture) elseif block_type == "nothing" or block_type == nil then return { "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", "blank.png", base, -- Enderman texture } end end -- Select a new animation definition. local select_enderman_animation = function(animation_type) -- Enderman holds a block if animation_type == "block" then return { walk_speed = 25, run_speed = 50, stand_speed = 25, stand_start = 200, stand_end = 200, walk_start = 161, walk_end = 200, run_start = 161, run_end = 200, punch_start = 121, punch_end = 160, } -- Enderman doesn't hold a block elseif animation_type == "normal" or animation_type == nil then return { walk_speed = 25, run_speed = 50, stand_speed = 25, stand_start = 40, stand_end = 80, walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, punch_start = 81, punch_end = 120, } end end local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false mobs:register_mob("mobs_mc:enderman", { type = "monster", spawn_class = "passive", passive = true, pathfinding = 1, hp_min = 40, hp_max = 40, xp_min = 5, xp_max = 5, collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3}, visual = "mesh", mesh = "mobs_mc_enderman.b3d", textures = create_enderman_textures(), visual_size = {x=3, y=3}, makes_footstep_sound = true, sounds = { -- TODO: Custom war cry sound war_cry = "mobs_sandmonster", death = {name="mobs_mc_enderman_death", gain=0.7}, damage = {name="mobs_mc_enderman_hurt", gain=0.5}, random = {name="mobs_mc_enderman_random", gain=0.5}, distance = 16, }, walk_velocity = 0.2, run_velocity = 3.4, damage = 7, reach = 2, drops = { {name = mobs_mc.items.ender_pearl, chance = 1, min = 0, max = 1,}, }, animation = select_enderman_animation("normal"), _taken_node = "", do_custom = function(self, dtime) -- PARTICLE BEHAVIOUR HERE. local enderpos = self.object:get_pos() local chanceOfParticle = math.random(0, 1) if chanceOfParticle == 1 then minetest.add_particle({ pos = {x=enderpos.x+math.random(-1,1)*math.random()/2,y=enderpos.y+math.random(0,3),z=enderpos.z+math.random(-1,1)*math.random()/2}, velocity = {x=math.random(-.25,.25), y=math.random(-.25,.25), z=math.random(-.25,.25)}, acceleration = {x=math.random(-.5,.5), y=math.random(-.5,.5), z=math.random(-.5,.5)}, expirationtime = math.random(), size = math.random(), collisiondetection = true, vertical = false, texture = "mcl_portals_particle"..math.random(1, 5)..".png", }) end -- RAIN DAMAGE / EVASIVE WARP BEHAVIOUR HERE. if mcl_weather.state == "rain" or mcl_weather.state == "lightning" then local damage = true local enderpos = self.object:get_pos() enderpos.y = enderpos.y+2.89 local height = {x=enderpos.x, y=enderpos.y+512,z=enderpos.z} local ray = minetest.raycast(enderpos, height, true) -- Check for blocks above enderman. for pointed_thing in ray do if pointed_thing.type == "node" then local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name local def = minetest.registered_nodes[nn] if (not def) or def.walkable then -- There's a node in the way. Delete arrow without damage damage = false break end end end if damage == true then self.state = "" --rain hurts enderman self.object:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=self._damage}, }, nil) --randomly teleport hopefully under something. self:teleport(nil) end end -- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE. if self.state == "attack" then if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then self:teleport(nil) self.state = "" else if self.attack then local target = self.attack local pos = target:get_pos() if pos ~= nil then if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then self:teleport(target) end end end end end -- ARROW / DAYTIME PEOPLE AVOIDANCE BEHAVIOUR HERE. -- Check for arrows and people nearby. local enderpos = self.object:get_pos() local objs = minetest.get_objects_inside_radius(enderpos, 4) for n = 1, #objs do local obj = objs[n] if obj then if minetest.is_player(obj) then -- Warp from players during day. if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then self:teleport(nil) end else local lua = obj:get_luaentity() if lua then if lua.name == "mcl_bows:arrow_entity" then self:teleport(nil) end end end end end -- PROVOKED BEHAVIOUR HERE. local enderpos = self.object:get_pos() if self.provoked == "broke_contact" then self.provoked = "false" if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then self:teleport(nil) self.state = "" else if self.attack ~= nil then self.state = 'attack' end end end -- Check to see if people are near by enough to look at us. local objs = minetest.get_objects_inside_radius(enderpos, 64) local obj for n = 1, #objs do obj = objs[n] if obj then if minetest.is_player(obj) then -- Check if they are looking at us. local player_pos = obj:get_pos() local look_dir_not_normalized = obj:get_look_dir() local look_dir = vector.normalize(look_dir_not_normalized) local look_pos = vector.new({x = look_dir.x+player_pos.x, y = look_dir.y+player_pos.y + 1.5, z = look_dir.z+player_pos.z}) -- Arbitrary value (1.5) is head level according to player info mod. -- Cast up to 64 to see if player is looking at enderman. for n = 1,64,.25 do local node = minetest.get_node(look_pos) if node.name ~= "air" then break end if look_pos.x-1enderpos.x and look_pos.y-2.89enderpos.y and look_pos.z-1enderpos.z then self.provoked = "staring" self.attack = minetest.get_player_by_name(obj:get_player_name()) break else if self.provoked == "staring" then self.provoked = "broke_contact" end end look_pos.x = look_pos.x + (.25 * look_dir.x) look_pos.y = look_pos.y + (.25 * look_dir.y) look_pos.z = look_pos.z + (.25 * look_dir.z) end end end end -- TAKE AND PLACE STUFF BEHAVIOUR BELOW. if not mobs_griefing then return end -- Take and put nodes if not self._take_place_timer or not self._next_take_place_time then self._take_place_timer = 0 self._next_take_place_time = math.random(take_frequency_min, take_frequency_max) return end self._take_place_timer = self._take_place_timer + dtime if (self._taken_node == nil or self._taken_node == "") and self._take_place_timer >= self._next_take_place_time then -- Take random node self._take_place_timer = 0 self._next_take_place_time = math.random(place_frequency_min, place_frequency_max) local pos = self.object:get_pos() local takable_nodes = minetest.find_nodes_in_area_under_air({x=pos.x-2, y=pos.y-1, z=pos.z-2}, {x=pos.x+2, y=pos.y+1, z=pos.z+2}, mobs_mc.enderman_takable) if #takable_nodes >= 1 then local r = pr:next(1, #takable_nodes) local take_pos = takable_nodes[r] local node = minetest.get_node(take_pos) -- Don't destroy protected stuff. if not minetest.is_protected(take_pos, "") then local dug = minetest.dig_node(take_pos) if dug then if mobs_mc.enderman_replace_on_take[node.name] then self._taken_node = mobs_mc.enderman_replace_on_take[node.name] else self._taken_node = node.name end local def = minetest.registered_nodes[self._taken_node] -- Update animation and texture accordingly (adds visibly carried block) local block_type -- Cube-shaped if def.drawtype == "normal" or def.drawtype == "nodebox" or def.drawtype == "liquid" or def.drawtype == "flowingliquid" or def.drawtype == "glasslike" or def.drawtype == "glasslike_framed" or def.drawtype == "glasslike_framed_optional" or def.drawtype == "allfaces" or def.drawtype == "allfaces_optional" or def.drawtype == nil then block_type = "cube" elseif def.drawtype == "plantlike" then -- Flowers and stuff block_type = "plantlike45" elseif def.drawtype == "airlike" then -- Just air block_type = nil else -- Fallback for complex drawtypes block_type = "unknown" end self.base_texture = create_enderman_textures(block_type, self._taken_node) self.object:set_properties({ textures = self.base_texture }) self.animation = select_enderman_animation("block") mobs:set_animation(self, self.animation.current) if def.sounds and def.sounds.dug then minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true) end end end end elseif self._taken_node ~= nil and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then -- Place taken node self._take_place_timer = 0 self._next_take_place_time = math.random(take_frequency_min, take_frequency_max) local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- Place node at looking direction local place_pos = vector.subtract(pos, minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(yaw)))) -- Also check to see if protected. if minetest.get_node(place_pos).name == "air" and not minetest.is_protected(place_pos, "") then -- ... but only if there's a free space local success = minetest.place_node(place_pos, {name = self._taken_node}) if success then local def = minetest.registered_nodes[self._taken_node] -- Update animation accordingly (removes visible block) self.animation = select_enderman_animation("normal") mobs:set_animation(self, self.animation.current) if def.sounds and def.sounds.place then minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true) end self._taken_node = "" end end end end, do_teleport = function(self, target) if target ~= nil then local target_pos = target:get_pos() -- Find all solid nodes below air in a 10×10×10 cuboid centered on the target local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"}) local telepos if nodes ~= nil then if #nodes > 0 then -- Up to 64 attempts to teleport for n=1, math.min(64, #nodes) do local r = pr:next(1, #nodes) local nodepos = nodes[r] local node_ok = true -- Selected node needs to have 3 nodes of free space above for u=1, 3 do local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z}) if minetest.registered_nodes[node.name].walkable then node_ok = false break end end if node_ok then telepos = {x=nodepos.x, y=nodepos.y+1, z=nodepos.z} end end if telepos then telesound(self.object:get_pos(), false) self.object:set_pos(telepos) telesound(telepos, true) end end end else -- Attempt to randomly teleport enderman local pos = self.object:get_pos() -- Up to 8 top-level attempts to teleport for n=1, 8 do local node_ok = false -- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract(): local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) ) local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"}) if nodes ~= nil then if #nodes > 0 then -- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport for n=1, math.min(8, #nodes) do local r = pr:next(1, #nodes) local nodepos = nodes[r] node_ok = true for u=1, 3 do local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z}) if minetest.registered_nodes[node.name].walkable then node_ok = false break end end if node_ok then telesound(self.object:get_pos(), false) local telepos = {x=nodepos.x, y=nodepos.y+1, z=nodepos.z} self.object:set_pos(telepos) telesound(telepos, true) break end end end end if node_ok then break end end end end, on_die = function(self, pos) -- Drop carried node on death if self._taken_node ~= nil and self._taken_node ~= "" then minetest.add_item(pos, self._taken_node) end end, do_punch = function(self, hitter, tflp, tool_caps, dir) -- damage from rain caused by itself so we don't want it to attack itself. if hitter ~= self.object and hitter ~= nil then if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then self:teleport(nil) else self:teleport(hitter) self.attack=hitter self.state="attack" end end end, armor = { fleshy = 100, water_vulnerable = 100 }, water_damage = 8, view_range = 64, fear_height = 4, attack_type = "dogfight", }) -- End spawn mobs:spawn_specific("mobs_mc:enderman", mobs_mc.spawn.solid, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 3000, 12, mobs_mc.spawn_height.end_min, mobs_mc.spawn_height.end_max) -- Overworld spawn mobs:spawn_specific("mobs_mc:enderman", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 19000, 2, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max) -- Nether spawn (rare) mobs:spawn_specific("mobs_mc:enderman", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 27500, 4, mobs_mc.spawn_height.nether_min, mobs_mc.spawn_height.nether_max) -- spawn eggs mobs:register_egg("mobs_mc:enderman", S("Enderman"), "mobs_mc_spawn_icon_enderman.png", 0)