local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local mob_class = mcl_mobs.mob_class local ENTITY_CRAMMING_MAX = 24 local CRAMMING_DAMAGE = 3 local DEATH_DELAY = 0.5 local DEFAULT_FALL_SPEED = -9.81*1.5 local PATHFINDING = "gowp" local mobs_debug = minetest.settings:get_bool("mobs_debug", false) local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48 local show_health = false -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mcl_mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end -- check if within physical map limits (-30911 to 30927) local function within_limits(pos, radius) local wmin, wmax = -30912, 30928 if mcl_vars then if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max end end if radius then wmin = wmin - radius wmax = wmax + radius end if not pos then return true end for _,v in pairs(pos) do if v < wmin or v > wmax then return false end end return true end function mob_class:player_in_active_range() for _,p in pairs(minetest.get_connected_players()) do local pos = self.object:get_pos() if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. end end -- Return true if object is in view_range function mob_class:object_in_range(object) if not object then return false end local factor -- Apply view range reduction for special player armor if object:is_player() then local factors = mcl_armor.player_view_range_factors[object] factor = factors and factors[self.name] end -- Distance check local dist if factor and factor == 0 then return false elseif factor then dist = self.view_range * factor else dist = self.view_range end local p1, p2 = self.object:get_pos(), object:get_pos() return p1 and p2 and (vector.distance(p1, p2) <= dist) end function mob_class:item_drop(cooked, looting_level) if not mobs_drop_items then return end looting_level = looting_level or 0 if (self.child and self.type ~= "monster") then return end local obj, item, num local pos = self.object:get_pos() self.drops = self.drops or {} for n = 1, #self.drops do local dropdef = self.drops[n] local chance = 1 / dropdef.chance local looting_type = dropdef.looting if looting_level > 0 then local chance_function = dropdef.looting_chance_function if chance_function then chance = chance_function(looting_level) elseif looting_type == "rare" then chance = chance + (dropdef.looting_factor or 0.01) * looting_level end end local num = 0 local do_common_looting = (looting_level > 0 and looting_type == "common") if math.random() < chance then num = math.random(dropdef.min or 1, dropdef.max or 1) elseif not dropdef.looting_ignore_chance then do_common_looting = false end if do_common_looting then num = num + math.floor(math.random(0, looting_level) + 0.5) end if num > 0 then item = dropdef.name if cooked then local output = minetest.get_craft_result({ method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end for x = 1, num do obj = minetest.add_item(pos, ItemStack(item .. " " .. 1)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = math.random(-10, 10) / 9, y = 6, z = math.random(-10, 10) / 9, }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- collision function borrowed amended from jordan4ibanez open_ai mod function mob_class:collision() local pos = self.object:get_pos() if not pos then return {0,0} end local vel = self.object:get_velocity() local x = 0 local z = 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do local ent = object:get_luaentity() if object:is_player() or (ent and ent.is_mob and object ~= self.object) then if object:is_player() and mcl_burning.is_burning(self.object) then mcl_burning.set_on_fire(object, 4) end local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} local force = (width + 0.5) - vector.distance( {x = pos.x, y = 0, z = pos.z}, {x = pos2.x, y = 0, z = pos2.z}) x = x + (vec.x * force) z = z + (vec.z * force) end end return({x,z}) end function mob_class:check_death_and_slow_mob() local d = 0.85 local dying = self:check_dying() if dying then d = 0.92 end local v = self.object:get_velocity() if v then --diffuse object velocity self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) end return dying end -- move mob in facing direction function mob_class:set_velocity(v) local c_x, c_y = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then c_x, c_y = unpack(self:collision()) end -- halt mob if it has been ordered to stay if self.order == "stand" or self.order == "sit" then self.acc=vector.new(0,0,0) return end local yaw = (self.object:get_yaw() or 0) + self.rotate local vv = self.object:get_velocity() if vv then self.acc={ x = ((math.sin(yaw) * -v) + c_x)*.27, y = 0, z = ((math.cos(yaw) * v) + c_y)*.27, } end end -- calculate mob velocity function mob_class:get_velocity() local v = self.object:get_velocity() if v then return (v.x * v.x + v.z * v.z) ^ 0.5 end return 0 end function mob_class:update_roll() local is_Fleckenstein = self.nametag == "Fleckenstein" local was_Fleckenstein = false local rot = self.object:get_rotation() rot.z = is_Fleckenstein and pi or 0 self.object:set_rotation(rot) local cbox = table.copy(self.collisionbox) local acbox = self.object:get_properties().collisionbox if math.abs(cbox[2] - acbox[2]) > 0.1 then was_Fleckenstein = true end if is_Fleckenstein ~= was_Fleckenstein then local pos = self.object:get_pos() pos.y = pos.y + (acbox[2] + acbox[5]) self.object:set_pos(pos) end if is_Fleckenstein then cbox[2], cbox[5] = -cbox[5], -cbox[2] self.object:set_properties({collisionbox = cbox}) -- This leads to child mobs having the wrong collisionbox -- and seeing as it seems to be nothing but an easter egg -- i've put it inside the if. Which just makes it be upside -- down lol. end end local function shortest_term_of_yaw_rotation(self, rot_origin, rot_target, nums) if not rot_origin or not rot_target then return end rot_origin = math.deg(rot_origin) rot_target = math.deg(rot_target) if rot_origin < rot_target then if math.abs(rot_origin-rot_target)<180 then if nums then return rot_target-rot_origin else return 1 end else if nums then return -(rot_origin-(rot_target-360)) else return -1 end end else if math.abs(rot_origin-rot_target)<180 then if nums then return rot_target-rot_origin else return -1 end else if nums then return (rot_target-(rot_origin-360)) else return 1 end end end end -- set and return valid yaw function mob_class:set_yaw(yaw, delay, dtime) if self.noyaw then return end if not self.object:get_yaw() or not self.object:get_pos() then return end if self.state ~= PATHFINDING then self._turn_to = yaw end --mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw))) --mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw()))) --clamp our yaw to a 360 range if math.deg(self.object:get_yaw()) > 360 then self.object:set_yaw(math.rad(0)) elseif math.deg(self.object:get_yaw()) < 0 then self.object:set_yaw(math.rad(360)) end if math.deg(yaw) > 360 then yaw=yaw%360 elseif math.deg(yaw) < 0 then yaw=((360*5)-yaw)%360 end --calculate the shortest way to turn to find our target local target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, false) local target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, true) --turn in the shortest path possible toward our target. if we are attacking, don't dance. if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then if self.following then target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true) target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), false) else target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true) target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), false) end end local ddtime = 0.05 --set_tick_rate if dtime then ddtime = dtime end if math.abs(target_shortest_path_nums) > 5 then self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime))) if self.acc then self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime)) end end delay = delay or 0 yaw = self.object:get_yaw() if delay == 0 then if self.shaking and dtime then yaw = yaw + (math.random() * 2 - 1) * 5 * dtime end --self:update_roll() return yaw end self.target_yaw = yaw self.delay = delay return self.target_yaw end -- global function to set mob yaw function mcl_mobs.yaw(self, yaw, delay, dtime) return mob_class.set_yaw(self, yaw, delay, dtime) end -- are we flying in what we are suppose to? (taikedz) function mob_class:flight_check() local nod = self.standing_in local def = minetest.registered_nodes[nod] if not def then return false end -- nil check local fly_in if type(self.fly_in) == "string" then fly_in = { self.fly_in } elseif type(self.fly_in) == "table" then fly_in = self.fly_in else return false end for _,checknode in pairs(fly_in) do if nod == checknode or nod == "ignore" then return true end end return false end -- check if mob is dead or only hurt function mob_class:check_for_death(cause, cmi_cause) if self.state == "die" then return true end -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end local damaged = self.health < self.old_health self.old_health = self.health -- still got some health? if self.health > 0 then -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- play damage sound if health was reduced and make mob flash red. if damaged then self:add_texture_mod("^[colorize:#d42222:175") minetest.after(1, function(self) if self and self.object then self:remove_texture_mod("^[colorize:#d42222:175") end end, self) self:mob_sound("damage") end -- backup nametag so we can show health stats if not self.nametag2 then self.nametag2 = self.nametag or "" end if show_health and (cmi_cause and cmi_cause.type == "punch") then self.htimer = 2 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max self:update_tag() end return false end self:mob_sound("death") local function death_handle(self) if cmi_cause and cmi_cause["type"] then --minetest.log("cmi_cause: " .. tostring(cmi_cause["type"])) end --minetest.log("cause: " .. tostring(cause)) -- TODO other env damage shouldn't drop xp -- "rain", "water", "drowning", "suffocation" -- dropped cooked item if mob died in fire or lava if cause == "lava" or cause == "fire" then self:item_drop(true, 0) else local wielditem = ItemStack() if cause == "hit" then local puncher = cmi_cause.puncher if puncher then wielditem = puncher:get_wielded_item() end end local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect") local looting = mcl_enchanting.get_enchantment(wielditem, "looting") self:item_drop(cooked, looting) if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max)) end end end -- execute custom death function if self.on_die then local pos = self.object:get_pos() local on_die_exit = self.on_die(self, pos, cmi_cause) if on_die_exit ~= true then death_handle(self) end if on_die_exit == true then self.state = "die" mcl_burning.extinguish(self.object) self.object:remove() return true end end if self.jockey or self.riden_by_jock then self.riden_by_jock = nil self.jockey = nil end local collisionbox if self.collisionbox then collisionbox = table.copy(self.collisionbox) end self.state = "die" self.attack = nil self.v_start = false self.fall_speed = DEFAULT_FALL_SPEED self.timer = 0 self.blinktimer = 0 self:remove_texture_mod("^[colorize:#FF000040") self:remove_texture_mod("^[brighten") self.passive = true self.object:set_properties({ pointable = false, collide_with_objects = false, }) self:set_velocity(0) local acc = self.object:get_acceleration() if acc then acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 self.object:set_acceleration(acc) end local length -- default death function and die animation (if defined) if self.instant_death then length = 0 elseif self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 length = math.max(frames / speed, 0) + DEATH_DELAY self:set_animation( "die") else length = 1 + DEATH_DELAY self:set_animation( "stand", true) end -- Remove body after a few seconds and drop stuff local kill = function(self) if not self.object:get_luaentity() then return end death_handle(self) local dpos = self.object:get_pos() local cbox = self.collisionbox local yaw = self.object:get_rotation().y mcl_burning.extinguish(self.object) self.object:remove() mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) end if length <= 0 then kill(self) else minetest.after(length, kill, self) end return true end -- Deal light damage to mob, returns true if mob died function mob_class:deal_light_damage(pos, damage) if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then self.health = self.health - damage mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png") if self:check_for_death("light", {type = "light"}) then return true end end end -- environmental damage (water, lava, fire, light etc.) function mob_class:do_env_damage() -- feed/tame text timer (so mob 'full' messages dont spam chat) if self.htimer > 0 then self.htimer = self.htimer - 1 end -- reset nametag after showing health stats if self.htimer < 1 and self.nametag2 then self.nametag = self.nametag2 self.nametag2 = nil self:update_tag() end local pos = self.object:get_pos() if not pos then return end self.time_of_day = minetest.get_timeofday() -- remove mob if beyond map limits if not within_limits(pos, 0) then mcl_burning.extinguish(self.object) self.object:remove() return true end local sunlight = minetest.get_natural_light(pos, self.time_of_day) -- bright light harms mob if self.light_damage ~= 0 and (sunlight or 0) > 12 then if self:deal_light_damage(pos, self.light_damage) then return true end end local _, dim = mcl_worlds.y_to_layer(pos.y) if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then if self.ignited_by_sunlight then mcl_burning.set_on_fire(self.object, 10) else self:deal_light_damage(pos, self.sunlight_damage) return true end end end local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? pos.y = pos.y + y_level + 0.25 -- foot level local pos2 = {x=pos.x, y=pos.y-1, z=pos.z} self.standing_in = node_ok(pos, "air").name self.standing_on = node_ok(pos2, "air").name -- don't fall when on ignore, just stand still if self.standing_in == "ignore" then self.object:set_velocity({x = 0, y = 0, z = 0}) end local nodef = minetest.registered_nodes[self.standing_in] local nodef2 = minetest.registered_nodes[self.standing_on] -- rain if self.rain_damage > 0 then if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then self.health = self.health - self.rain_damage if self:check_for_death("rain", {type = "environment", pos = pos, node = self.standing_in}) then return true end end end pos.y = pos.y + 1 -- for particle effect position -- water damage if self.water_damage > 0 and nodef.groups.water then if self.water_damage ~= 0 then self.health = self.health - self.water_damage mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil) if self:check_for_death("water", {type = "environment", pos = pos, node = self.standing_in}) then return true end end elseif self.lava_damage > 0 and (nodef.groups.lava) then -- lava damage if self.lava_damage ~= 0 then self.health = self.health - self.lava_damage mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_burning.set_on_fire(self.object, 10) if self:check_for_death("lava", {type = "environment", pos = pos, node = self.standing_in}) then return true end end elseif self.fire_damage > 0 and (nodef2.groups.fire) then -- magma damage if self.fire_damage ~= 0 then self.health = self.health - self.fire_damage if self:check_for_death("fire", {type = "environment", pos = pos, node = self.standing_in}) then return true end end elseif self.fire_damage > 0 and (nodef.groups.fire) then -- fire damage if self.fire_damage ~= 0 then self.health = self.health - self.fire_damage mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_burning.set_on_fire(self.object, 5) if self:check_for_death("fire", {type = "environment", pos = pos, node = self.standing_in}) then return true end end elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then -- damage_per_second node check self.health = self.health - nodef.damage_per_second mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png") if self:check_for_death("dps", {type = "environment", pos = pos, node = self.standing_in}) then return true end end -- Drowning damage if self.breath_max ~= -1 then local drowning = false if self.breathes_in_water then if minetest.get_item_group(self.standing_in, "water") == 0 then drowning = true end elseif nodef.drowning > 0 then drowning = true end if drowning then self.breath = math.max(0, self.breath - 1) mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil) if self.breath <= 0 then local dmg if nodef.drowning > 0 then dmg = nodef.drowning else dmg = 4 end self:damage_effect(dmg) self.health = self.health - dmg end if self:check_for_death("drowning", {type = "environment", pos = pos, node = self.standing_in}) then return true end else self.breath = math.min(self.breath_max, self.breath + 1) end end --- suffocation inside solid node -- FIXME: Redundant with mcl_playerplus if (self.suffocation == true) and (nodef.walkable == nil or nodef.walkable == true) and (nodef.collision_box == nil or nodef.collision_box.type == "regular") and (nodef.node_box == nil or nodef.node_box.type == "regular") and (nodef.groups.disable_suffocation ~= 1) and (nodef.groups.opaque == 1) then -- Short grace period before starting to take suffocation damage. -- This is different from players, who take damage instantly. -- This has been done because mobs might briefly be inside solid nodes -- when e.g. climbing up stairs. -- This is a bit hacky because it assumes that do_env_damage -- is called roughly every second only. self.suffocation_timer = self.suffocation_timer + 1 if self.suffocation_timer >= 3 then -- 2 damage per second -- TODO: Deal this damage once every 1/2 second self.health = self.health - 2 if self:check_for_death("suffocation", {type = "environment", pos = pos, node = self.standing_in}) then return true end end else self.suffocation_timer = 0 end return self:check_for_death("unknown", {type = "unknown"}) end function mob_class:env_damage (dtime, pos) -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if self.env_damage_timer > 1 then self.env_damage_timer = 0 self:check_entity_cramming() -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return true end self:replace_node(pos) -- (sheep eats grass etc.) end end function mob_class:damage_mob(reason,damage) if not self.health then return end damage = math.floor(damage) if damage > 0 then self.health = self.health - damage mcl_mobs.effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil) if self:check_for_death(reason, {type = reason}) then return true end end end function mob_class:check_entity_cramming() local p = self.object:get_pos() if not p then return end local oo = minetest.get_objects_inside_radius(p,1) local mobs = {} for _,o in pairs(oo) do local l = o:get_luaentity() if l and l.is_mob and l.health > 0 then table.insert(mobs,l) end end local clear = #mobs < ENTITY_CRAMMING_MAX local ncram = {} for _,l in pairs(mobs) do if l then if clear then l.cram = nil elseif l.cram == nil and not self.child then table.insert(ncram,l) elseif l.cram then l:damage_mob("cramming",CRAMMING_DAMAGE) end end end for i,l in pairs(ncram) do if i > ENTITY_CRAMMING_MAX then l.cram = true else l.cram = nil end end end -- falling and fall damage -- returns true if mob died function mob_class:falling(pos) if self.fly and self.state ~= "die" then return end if not self.fall_speed then self.fall_speed = DEFAULT_FALL_SPEED end if mcl_portals ~= nil then if mcl_portals.nether_portal_cooloff(self.object) then return false -- mob has teleported through Nether portal - it's 99% not falling end end -- floating in water (or falling) local v = self.object:get_velocity() if v then if v.y > 0 then -- apply gravity when moving up self.object:set_acceleration({ x = 0, y = DEFAULT_FALL_SPEED, z = 0 }) elseif v.y <= 0 and v.y > self.fall_speed then -- fall downwards at set speed self.object:set_acceleration({ x = 0, y = self.fall_speed, z = 0 }) else -- stop accelerating once max fall speed hit self.object:set_acceleration({x = 0, y = 0, z = 0}) end end local acc = self.object:get_acceleration() if minetest.registered_nodes[node_ok(pos).name].groups.lava then if acc and self.floats_on_lava == 1 then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (math.max(1, v.y) ^ 2), z = 0 }) end end -- in water then float up if minetest.registered_nodes[node_ok(pos).name].groups.water then if acc and self.floats == 1 then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (math.max(1, v.y) ^ 2), z = 0 }) end else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local n = node_ok(vector.offset(pos,0,-1,0)).name local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 and n ~= "air" and n ~= "ignore" then local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent") local damage = d - 5 if add ~= 0 then damage = damage + damage * (add/100) end self:damage_mob("fall",damage) end self.old_y = self.object:get_pos().y end end end function mob_class:check_water_flow() -- Add water flowing for mobs from mcl_item_entity local p, node, nn, def p = self.object:get_pos() node = minetest.get_node_or_nil(p) if node then nn = node.name def = minetest.registered_nodes[nn] end -- Move item around on flowing liquids if def and def.liquidtype == "flowing" then --[[ Get flowing direction (function call from flowlib), if there's a liquid. NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]] local vec = flowlib.quick_flow(p, node) -- Just to make sure we don't manipulate the speed for no reason if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" local f = 1.39 -- Set new item moving speed into the direciton of the liquid local newv = vector.multiply(vec, f) self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) self.physical_state = true self._flowing = true self.object:set_properties({ physical = true }) return end elseif self._flowing == true then -- Disable flowing physics if not on/in flowing liquid self._flowing = false return end end function mob_class:check_dying() if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then local rot = self.object:get_rotation() if rot then rot.z = ((math.pi/2-rot.z)*.2)+rot.z self.object:set_rotation(rot) end return true end end function mob_class:check_suspend() local pos = self.object:get_pos() if pos and not self:player_in_active_range() then local node_under = node_ok(vector.offset(pos,0,-1,0)).name self:set_animation( "stand", true) local acc = self.object:get_acceleration() if acc then if acc.y > 0 or node_under ~= "air" then self.object:set_acceleration(vector.new(0,0,0)) self.object:set_velocity(vector.new(0,0,0)) end if acc.y == 0 and node_under == "air" then self:falling(pos) end end return true end end