local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local mob_class = mcl_mobs.mob_class local active_particlespawners = {} local DEFAULT_FALL_SPEED = -9.81*1.5 local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128 if player_transfer_distance == 0 then player_transfer_distance = math.huge end -- play sound function mob_class:mob_sound(soundname, is_opinion, fixed_pitch) local soundinfo if self.sounds_child and self.child then soundinfo = self.sounds_child elseif self.sounds then soundinfo = self.sounds end if not soundinfo then return end local sound = soundinfo[soundname] if sound then if is_opinion and self.opinion_sound_cooloff > 0 then return end local pitch if not fixed_pitch then local base_pitch = soundinfo.base_pitch if not base_pitch then base_pitch = 1 end if self.child and (not self.sounds_child) then -- Children have higher pitch pitch = base_pitch * 1.5 else pitch = base_pitch end -- randomize the pitch a bit pitch = pitch + math.random(-10, 10) * 0.005 end minetest.sound_play(sound, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance, pitch = pitch, }, true) self.opinion_sound_cooloff = 1 end end function mob_class:add_texture_mod(mod) local full_mod = "" local already_added = false for i=1, #self.texture_mods do if mod == self.texture_mods[i] then already_added = true end full_mod = full_mod .. self.texture_mods[i] end if not already_added then full_mod = full_mod .. mod table.insert(self.texture_mods, mod) end self.object:set_texture_mod(full_mod) end function mob_class:remove_texture_mod(mod) local full_mod = "" local remove = {} for i=1, #self.texture_mods do if self.texture_mods[i] ~= mod then full_mod = full_mod .. self.texture_mods[i] else table.insert(remove, i) end end for i=#remove, 1 do table.remove(self.texture_mods, remove[i]) end self.object:set_texture_mod(full_mod) end -- custom particle effects function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or DEFAULT_FALL_SPEED glow = glow or 0 go_down = go_down or false local ym if go_down then ym = 0 else ym = -radius end minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = ym, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size, maxsize = max_size, texture = texture, glow = glow, }) end function mob_class:damage_effect(damage) -- damage particles if (not disable_blood) and damage > 0 then local amount_large = math.floor(damage / 2) local amount_small = damage % 2 local pos = self.object:get_pos() pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 local texture = "mobs_blood.png" -- full heart damage (one particle for each 2 HP damage) if amount_large > 0 then mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) end -- half heart damage (one additional particle if damage is an odd number) if amount_small > 0 then -- TODO: Use "half heart" mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) end end end mcl_mobs.death_effect = function(pos, yaw, collisionbox, rotate) local min, max if collisionbox then min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} else min = { x = -0.5, y = 0, z = -0.5 } max = { x = 0.5, y = 0.5, z = 0.5 } end if rotate then min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2}) max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2}) min, max = vector.sort(min, max) min = vector.multiply(min, 0.5) max = vector.multiply(max, 0.5) end minetest.add_particlespawner({ amount = 50, time = 0.001, minpos = vector.add(pos, min), maxpos = vector.add(pos, max), minvel = vector.new(-5,-5,-5), maxvel = vector.new(5,5,5), minexptime = 1.1, maxexptime = 1.5, minsize = 1, maxsize = 2, collisiondetection = false, vertical = false, texture = "mcl_particles_mob_death.png^[colorize:#000000:255", }) minetest.sound_play("mcl_mobs_mob_poof", { pos = pos, gain = 1.0, max_hear_distance = 8, }, true) end function mob_class:remove_particlespawners(pn) if not active_particlespawners[pn] then return end if not active_particlespawners[pn][self.object] then return end for k,v in pairs(active_particlespawners[pn][self.object]) do minetest.delete_particlespawner(v) end end function mob_class:add_particlespawners(pn) if not active_particlespawners[pn] then active_particlespawners[pn] = {} end if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end for _,ps in pairs(self.particlespawners) do ps.attached = self.object ps.playername = pn table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps)) end end function mob_class:check_particlespawners(dtime) if not self.particlespawners then return end --minetest.log(dump(active_particlespawners)) if self._particle_timer and self._particle_timer >= 1 then self._particle_timer = 0 local players = {} for _,player in pairs(minetest.get_connected_players()) do local pn = player:get_player_name() table.insert(players,pn) if not active_particlespawners[pn] then active_particlespawners[pn] = {} end local dst = vector.distance(player:get_pos(),self.object:get_pos()) if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then self:add_particlespawners(pn) elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then self:remove_particlespawners(pn) end end elseif not self._particle_timer then self._particle_timer = 0 end self._particle_timer = self._particle_timer + dtime end -- set defined animation function mob_class:set_animation(anim, fixed_frame) if not self.animation or not anim then return end if self.state == "die" and anim ~= "die" and anim ~= "stand" then return end if self.jockey then anim = "jockey" end if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end self._current_animation = self._current_animation or "" if (anim == self._current_animation or not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) and self.state ~= "die" then return end self._current_animation = anim local a_start = self.animation[anim .. "_start"] local a_end if fixed_frame then a_end = a_start else a_end = self.animation[anim .. "_end"] end if a_start and a_end then self.object:set_animation({ x = a_start, y = a_end}, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) end end -- above function exported for mount.lua function mcl_mobs:set_animation(self, anim) self:set_animation(anim) end