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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-26 20:41:11 +01:00
5373 lines
137 KiB
Lua
5373 lines
137 KiB
Lua
-- API for Mobs Redo: MineClone 2 Edition (MRM)
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mcl_mobs = {}
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local MAX_MOB_NAME_LENGTH = 30
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 300
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local CHILD_GROW_TIME = 60*20
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local DEATH_DELAY = 0.5
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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local ENTITY_CRAMMING_MAX = 24
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local CRAMMING_DAMAGE = 3
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local PATHFINDING = "gowp"
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local function mcl_log (message)
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if LOGGING_ON then
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mcl_util.mcl_log (message, "[Mobs]", true)
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end
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end
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local function shortest_term_of_yaw_rotatoin(self, rot_origin, rot_target, nums)
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if not rot_origin or not rot_target then
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return
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end
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rot_origin = math.deg(rot_origin)
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rot_target = math.deg(rot_target)
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if math.abs(rot_target - rot_origin) < 180 then
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return rot_target - rot_origin
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else
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if (rot_target - rot_origin) > 0 then
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return 360-(rot_target - rot_origin)
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else
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return (rot_target - rot_origin)+360
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end
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end
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end
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-- Invisibility mod check
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mcl_mobs.invis = {}
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-- localize math functions
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local pi = math.pi
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local min = math.min
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local max = math.max
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local atann = math.atan
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local random = math.random
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local floor = math.floor
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local ceil = math.ceil
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local atan = function(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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-- Load settings
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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local remove_far = true
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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local show_health = false
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local old_spawn_icons = minetest.settings:get_bool("mcl_old_spawn_icons",false)
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-- Shows helpful debug info above each mob
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local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
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local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
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-- Peaceful mode message so players will know there are no monsters
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if minetest.settings:get_bool("only_peaceful_mobs", false) then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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S("Peaceful mode active! No monsters will spawn."))
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end)
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end
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local active_particlespawners = {}
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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-- pathfinding settings
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local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- default nodes
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local node_ice = "mcl_core:ice"
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local node_snowblock = "mcl_core:snowblock"
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local node_snow = "mcl_core:snow"
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mcl_mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
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minetest.register_chatcommand("clearmobs",{
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privs={maphack=true},
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params = "<all>|<nametagged>|<range>",
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description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."),
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func=function(n,param)
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local p = minetest.get_player_by_name(n)
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local num=tonumber(param)
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for _,o in pairs(minetest.luaentities) do
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if o.is_mob then
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if param == "all" or
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( param == "nametagged" and o.nametag ) or
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( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or
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( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then
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o.object:remove()
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end
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end
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end
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end})
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local function remove_particlespawners(pn,self)
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if not active_particlespawners[pn] then return end
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if not active_particlespawners[pn][self.object] then return end
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for k,v in pairs(active_particlespawners[pn][self.object]) do
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minetest.delete_particlespawner(v)
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end
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end
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local function add_particlespawners(pn,self)
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if not active_particlespawners[pn] then active_particlespawners[pn] = {} end
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if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end
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for _,ps in pairs(self.particlespawners) do
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ps.attached = self.object
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ps.playername = pn
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table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps))
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end
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end
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local function particlespawner_check(self,dtime)
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if not self.particlespawners then return end
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--minetest.log(dump(active_particlespawners))
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if self._particle_timer and self._particle_timer >= 1 then
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self._particle_timer = 0
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local players = {}
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for _,player in pairs(minetest.get_connected_players()) do
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local pn = player:get_player_name()
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table.insert(players,pn)
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if not active_particlespawners[pn] then
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active_particlespawners[pn] = {} end
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local dst = vector.distance(player:get_pos(),self.object:get_pos())
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if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then
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add_particlespawners(pn,self)
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elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then
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remove_particlespawners(pn,self)
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end
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end
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elseif not self._particle_timer then
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self._particle_timer = 0
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end
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self._particle_timer = self._particle_timer + dtime
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end
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minetest.register_on_leaveplayer(function(player)
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local pn = player:get_player_name()
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if not active_particlespawners[pn] then return end
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for _,m in pairs(active_particlespawners[pn]) do
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for k,v in pairs(m) do
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minetest.delete_particlespawner(v)
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end
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end
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active_particlespawners[pn] = nil
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end)
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----For Water Flowing:
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local enable_physics = function(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=DEFAULT_FALL_SPEED,z=0})
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end
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end
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local disable_physics = function(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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})
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=0,z=0})
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end
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end
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end
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local function player_in_active_range(self)
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for _,p in pairs(minetest.get_connected_players()) do
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if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
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-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
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end
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end
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-- play sound
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local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
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local soundinfo
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if self.sounds_child and self.child then
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soundinfo = self.sounds_child
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elseif self.sounds then
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soundinfo = self.sounds
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end
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if not soundinfo then
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return
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end
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local sound = soundinfo[soundname]
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if sound then
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if is_opinion and self.opinion_sound_cooloff > 0 then
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return
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end
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local pitch
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if not fixed_pitch then
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local base_pitch = soundinfo.base_pitch
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if not base_pitch then
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base_pitch = 1
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end
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if self.child and (not self.sounds_child) then
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-- Children have higher pitch
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pitch = base_pitch * 1.5
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else
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pitch = base_pitch
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end
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-- randomize the pitch a bit
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pitch = pitch + random(-10, 10) * 0.005
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end
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance,
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pitch = pitch,
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}, true)
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self.opinion_sound_cooloff = 1
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end
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end
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-- Return true if object is in view_range
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local function object_in_range(self, object)
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if not object then
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return false
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end
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local factor
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-- Apply view range reduction for special player armor
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if object:is_player() then
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local factors = mcl_armor.player_view_range_factors[object]
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factor = factors and factors[self.name]
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end
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-- Distance check
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local dist
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if factor and factor == 0 then
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return false
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elseif factor then
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dist = self.view_range * factor
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else
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dist = self.view_range
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end
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local p1, p2 = self.object:get_pos(), object:get_pos()
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return p1 and p2 and (vector.distance(p1, p2) <= dist)
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end
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-- attack player/mob
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local do_attack = function(self, player)
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if self.state == "attack" or self.state == "die" then
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return
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end
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self.attack = player
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self.state = "attack"
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-- TODO: Implement war_cry sound without being annoying
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--if random(0, 100) < 90 then
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--mob_sound(self, "war_cry", true)
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--end
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end
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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local collision = function(self)
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local pos = self.object:get_pos()
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if not pos then return {0,0} end
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local vel = self.object:get_velocity()
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local x = 0
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local z = 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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local ent = object:get_luaentity()
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if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
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if object:is_player() and mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(object, 4)
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end
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local force = (width + 0.5) - vector.distance(
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{x = pos.x, y = 0, z = pos.z},
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{x = pos2.x, y = 0, z = pos2.z})
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x = x + (vec.x * force)
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z = z + (vec.z * force)
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end
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end
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return({x,z})
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end
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-- move mob in facing direction
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local set_velocity = function(self, v)
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(collision(self))
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end
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-- halt mob if it has been ordered to stay
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if self.order == "stand" or self.order == "sit" then
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self.acc=vector.new(0,0,0)
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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local vv = self.object:get_velocity()
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if vv then
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self.acc={
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x = ((sin(yaw) * -v) + c_x)*.27,
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y = 0,
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z = ((cos(yaw) * v) + c_y)*.27,
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}
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end
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end
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-- calculate mob velocity
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local get_velocity = function(self)
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local v = self.object:get_velocity()
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if v then
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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return 0
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end
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local function update_roll(self)
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local is_Fleckenstein = self.nametag == "Fleckenstein"
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local was_Fleckenstein = false
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local rot = self.object:get_rotation()
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rot.z = is_Fleckenstein and pi or 0
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self.object:set_rotation(rot)
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local cbox = table.copy(self.collisionbox)
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local acbox = self.object:get_properties().collisionbox
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if abs(cbox[2] - acbox[2]) > 0.1 then
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was_Fleckenstein = true
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end
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if is_Fleckenstein ~= was_Fleckenstein then
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local pos = self.object:get_pos()
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pos.y = pos.y + (acbox[2] + acbox[5])
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self.object:set_pos(pos)
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end
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if is_Fleckenstein then
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cbox[2], cbox[5] = -cbox[5], -cbox[2]
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self.object:set_properties({collisionbox = cbox})
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-- This leads to child mobs having the wrong collisionbox
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-- and seeing as it seems to be nothing but an easter egg
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-- i've put it inside the if. Which just makes it be upside
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-- down lol.
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end
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end
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-- set and return valid yaw
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local set_yaw = function(self, yaw, delay, dtime)
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if self.noyaw then return end
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if self.state ~= PATHFINDING then
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self._turn_to = yaw
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end
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--mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw)))
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--mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw())))
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--clamp our yaw to a 360 range
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if math.deg(self.object:get_yaw()) > 360 then
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self.object:set_yaw(math.rad(1))
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elseif math.deg(self.object:get_yaw()) < 0 then
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self.object:set_yaw(math.rad(359))
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end
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--calculate the shortest way to turn to find our target
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local target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), yaw, true)
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--turn in the shortest path possible toward our target. if we are attacking, don't dance.
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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
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if self.following then
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
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else
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
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end
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end
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local ddtime = 0.05 --set_tick_rate
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if dtime then
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ddtime = dtime
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end
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if math.abs(target_shortest_path) > 280*ddtime then
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if target_shortest_path > 0 then
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self.object:set_yaw(self.object:get_yaw()+3.6*ddtime)
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if self.acc then
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), 3.6*ddtime)
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end
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else
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self.object:set_yaw(self.object:get_yaw()-3.6*ddtime)
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if self.acc then
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), -3.6*ddtime)
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end
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end
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end
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delay = delay or 0
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yaw = self.object:get_yaw()
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if delay == 0 then
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if self.shaking and dtime then
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yaw = yaw + (random() * 2 - 1) * 5 * dtime
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end
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update_roll(self)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mcl_mobs:yaw(self, yaw, delay, dtime)
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set_yaw(self, yaw, delay, dtime)
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end
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local add_texture_mod = function(self, mod)
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local full_mod = ""
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local already_added = false
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for i=1, #self.texture_mods do
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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
|
|
local remove_texture_mod = function(self, 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
|
|
|
|
-- are we flying in what we are suppose to? (taikedz)
|
|
local flight_check = function(self)
|
|
|
|
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
|
|
|
|
-- set defined animation
|
|
local set_animation = function(self, 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 flight_check(self) 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)
|
|
set_animation(self, anim)
|
|
end
|
|
|
|
-- Returns true is node can deal damage to self
|
|
local is_node_dangerous = function(self, nodename)
|
|
local nn = nodename
|
|
if self.lava_damage > 0 then
|
|
if minetest.get_item_group(nn, "lava") ~= 0 then
|
|
return true
|
|
end
|
|
end
|
|
if self.fire_damage > 0 then
|
|
if minetest.get_item_group(nn, "fire") ~= 0 then
|
|
return true
|
|
end
|
|
end
|
|
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
|
|
-- Returns true if node is a water hazard
|
|
local is_node_waterhazard = function(self, nodename)
|
|
local nn = nodename
|
|
if self.water_damage > 0 then
|
|
if minetest.get_item_group(nn, "water") ~= 0 then
|
|
return true
|
|
end
|
|
end
|
|
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then
|
|
if self.breath_max ~= -1 then
|
|
-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
|
|
-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
|
|
if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
|
|
-- check line of sight (BrunoMine)
|
|
local line_of_sight = function(self, pos1, pos2, stepsize)
|
|
|
|
stepsize = stepsize or 1
|
|
|
|
local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
|
|
|
|
-- normal walking and flying mobs can see you through air
|
|
if s == true then
|
|
return true
|
|
end
|
|
|
|
-- New pos1 to be analyzed
|
|
local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
|
|
|
|
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
|
|
|
-- Checks the return
|
|
if r == true then return true end
|
|
|
|
-- Nodename found
|
|
local nn = minetest.get_node(pos).name
|
|
|
|
-- Target Distance (td) to travel
|
|
local td = vector.distance(pos1, pos2)
|
|
|
|
-- Actual Distance (ad) traveled
|
|
local ad = 0
|
|
|
|
-- It continues to advance in the line of sight in search of a real
|
|
-- obstruction which counts as 'normal' nodebox.
|
|
while minetest.registered_nodes[nn]
|
|
and minetest.registered_nodes[nn].walkable == false do
|
|
|
|
-- Check if you can still move forward
|
|
if td < ad + stepsize then
|
|
return true -- Reached the target
|
|
end
|
|
|
|
-- Moves the analyzed pos
|
|
local d = vector.distance(pos1, pos2)
|
|
|
|
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
|
|
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
|
|
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
|
|
|
|
-- NaN checks
|
|
if d == 0
|
|
or npos1.x ~= npos1.x
|
|
or npos1.y ~= npos1.y
|
|
or npos1.z ~= npos1.z then
|
|
return false
|
|
end
|
|
|
|
ad = ad + stepsize
|
|
|
|
-- scan again
|
|
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
|
|
|
if r == true then return true end
|
|
|
|
-- New Nodename found
|
|
nn = minetest.get_node(pos).name
|
|
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- custom particle effects
|
|
local effect = function(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
|
|
|
|
local damage_effect = function(self, damage)
|
|
-- damage particles
|
|
if (not disable_blood) and damage > 0 then
|
|
|
|
local amount_large = 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
|
|
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"
|
|
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=pi/2})
|
|
max = vector.rotate(max, {x=0, y=yaw, z=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
|
|
|
|
local update_tag = function(self)
|
|
local tag
|
|
if mobs_debug then
|
|
tag = "nametag = '"..tostring(self.nametag).."'\n"..
|
|
"state = '"..tostring(self.state).."'\n"..
|
|
"order = '"..tostring(self.order).."'\n"..
|
|
"attack = "..tostring(self.attack).."\n"..
|
|
"health = "..tostring(self.health).."\n"..
|
|
"breath = "..tostring(self.breath).."\n"..
|
|
"gotten = "..tostring(self.gotten).."\n"..
|
|
"tamed = "..tostring(self.tamed).."\n"..
|
|
"horny = "..tostring(self.horny).."\n"..
|
|
"hornytimer = "..tostring(self.hornytimer).."\n"..
|
|
"runaway_timer = "..tostring(self.runaway_timer).."\n"..
|
|
"following = "..tostring(self.following)
|
|
else
|
|
tag = self.nametag
|
|
end
|
|
self.object:set_properties({
|
|
nametag = tag,
|
|
})
|
|
|
|
update_roll(self)
|
|
end
|
|
|
|
-- drop items
|
|
local item_drop = function(self, cooked, looting_level)
|
|
|
|
-- no drops if disabled by setting
|
|
if not mobs_drop_items then return end
|
|
|
|
looting_level = looting_level or 0
|
|
|
|
-- no drops for child mobs (except monster)
|
|
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 {} -- nil check
|
|
|
|
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 random() < chance then
|
|
num = 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 + floor(random(0, looting_level) + 0.5)
|
|
end
|
|
|
|
if num > 0 then
|
|
item = dropdef.name
|
|
|
|
-- cook items when true
|
|
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
|
|
|
|
-- add item if it exists
|
|
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 = random(-10, 10) / 9,
|
|
y = 6,
|
|
z = random(-10, 10) / 9,
|
|
})
|
|
elseif obj then
|
|
obj:remove() -- item does not exist
|
|
end
|
|
end
|
|
end
|
|
|
|
self.drops = {}
|
|
end
|
|
|
|
|
|
-- check if mob is dead or only hurt
|
|
local check_for_death = function(self, 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
|
|
add_texture_mod(self, "^[colorize:#d42222:175")
|
|
minetest.after(1, function(self)
|
|
if self and self.object then
|
|
remove_texture_mod(self, "^[colorize:#d42222:175")
|
|
end
|
|
end, self)
|
|
mob_sound(self, "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
|
|
|
|
update_tag(self)
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
mob_sound(self, "death")
|
|
|
|
local function death_handle(self)
|
|
-- dropped cooked item if mob died in fire or lava
|
|
if cause == "lava" or cause == "fire" then
|
|
item_drop(self, 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")
|
|
item_drop(self, cooked, looting)
|
|
|
|
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then
|
|
mcl_experience.throw_xp(self.object:get_pos(), 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
|
|
|
|
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
|
|
remove_texture_mod(self, "^[colorize:#FF000040")
|
|
remove_texture_mod(self, "^[brighten")
|
|
self.passive = true
|
|
|
|
self.object:set_properties({
|
|
pointable = false,
|
|
collide_with_objects = false,
|
|
})
|
|
|
|
set_velocity(self, 0)
|
|
local acc = self.object:get_acceleration()
|
|
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
|
|
self.object:set_acceleration(acc)
|
|
|
|
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 = max(frames / speed, 0) + DEATH_DELAY
|
|
set_animation(self, "die")
|
|
else
|
|
length = 1 + DEATH_DELAY
|
|
set_animation(self, "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
|
|
|
|
|
|
-- 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
|
|
for _,v in pairs(pos) do
|
|
if v < wmin or v > wmax then return false end
|
|
end
|
|
return true
|
|
end
|
|
|
|
-- 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
|
|
|
|
|
|
local can_jump_cliff = function(self)
|
|
local yaw = self.object:get_yaw()
|
|
local pos = self.object:get_pos()
|
|
local v = self.object:get_velocity()
|
|
|
|
local v2 = abs(v.x)+abs(v.z)*.833
|
|
local jump_c_multiplier = 1
|
|
if v2/self.walk_velocity/2>1 then
|
|
jump_c_multiplier = v2/self.walk_velocity/2
|
|
end
|
|
|
|
-- where is front
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
|
|
|
|
--is there nothing under the block in front? if so jump the gap.
|
|
local nodLow = node_ok({
|
|
x = pos.x + dir_x-0.6,
|
|
y = pos.y - 0.5,
|
|
z = pos.z + dir_z-0.6
|
|
}, "air")
|
|
|
|
local nodFar = node_ok({
|
|
x = pos.x + dir_x*2,
|
|
y = pos.y - 0.5,
|
|
z = pos.z + dir_z*2
|
|
}, "air")
|
|
|
|
local nodFar2 = node_ok({
|
|
x = pos.x + dir_x*2.5,
|
|
y = pos.y - 0.5,
|
|
z = pos.z + dir_z*2.5
|
|
}, "air")
|
|
|
|
|
|
if minetest.registered_nodes[nodLow.name]
|
|
and minetest.registered_nodes[nodLow.name].walkable ~= true
|
|
|
|
|
|
and (minetest.registered_nodes[nodFar.name]
|
|
and minetest.registered_nodes[nodFar.name].walkable == true
|
|
|
|
or minetest.registered_nodes[nodFar2.name]
|
|
and minetest.registered_nodes[nodFar2.name].walkable == true)
|
|
|
|
then
|
|
--disable fear heigh while we make our jump
|
|
self._jumping_cliff = true
|
|
minetest.after(1, function()
|
|
if self and self.object then
|
|
self._jumping_cliff = false
|
|
end
|
|
end)
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
-- is mob facing a cliff or danger
|
|
local is_at_cliff_or_danger = function(self)
|
|
|
|
if self.fear_height == 0 or can_jump_cliff(self) or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
|
|
return false
|
|
end
|
|
|
|
local yaw = self.object:get_yaw()
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
local pos = self.object:get_pos()
|
|
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
|
|
|
local free_fall, blocker = minetest.line_of_sight(
|
|
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
|
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
|
|
if free_fall then
|
|
return true
|
|
else
|
|
local bnode = minetest.get_node(blocker)
|
|
local danger = is_node_dangerous(self, bnode.name)
|
|
if danger then
|
|
return true
|
|
else
|
|
local def = minetest.registered_nodes[bnode.name]
|
|
if def and def.walkable then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
|
|
local is_at_water_danger = function(self)
|
|
|
|
|
|
if not self.object:get_luaentity() or can_jump_cliff(self) or self._jumping_cliff then
|
|
return false
|
|
end
|
|
local yaw = self.object:get_yaw()
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
local pos = self.object:get_pos()
|
|
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
|
|
|
local free_fall, blocker = minetest.line_of_sight(
|
|
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
|
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
|
|
if free_fall then
|
|
return true
|
|
else
|
|
local bnode = minetest.get_node(blocker)
|
|
local waterdanger = is_node_waterhazard(self, bnode.name)
|
|
if
|
|
waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then
|
|
return false
|
|
elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then
|
|
return true
|
|
else
|
|
local def = minetest.registered_nodes[bnode.name]
|
|
if def and def.walkable then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- environmental damage (water, lava, fire, light etc.)
|
|
local do_env_damage = function(self)
|
|
|
|
-- 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
|
|
|
|
update_tag(self)
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
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
|
|
|
|
|
|
-- Deal light damage to mob, returns true if mob died
|
|
local deal_light_damage = function(self, 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
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png")
|
|
|
|
if check_for_death(self, "light", {type = "light"}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
local sunlight = 10
|
|
if within_limits(pos,0) then
|
|
sunlight = minetest.get_natural_light(pos, self.time_of_day)
|
|
end
|
|
|
|
-- bright light harms mob
|
|
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
|
|
if deal_light_damage(self, 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
|
|
deal_light_damage(self, 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]
|
|
|
|
-- 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 check_for_death(self, "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
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
|
|
|
|
if check_for_death(self, "water", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- lava damage
|
|
elseif self.lava_damage > 0
|
|
and (nodef.groups.lava) then
|
|
|
|
if self.lava_damage ~= 0 then
|
|
|
|
self.health = self.health - self.lava_damage
|
|
|
|
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
mcl_burning.set_on_fire(self.object, 10)
|
|
|
|
if check_for_death(self, "lava", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- fire damage
|
|
elseif self.fire_damage > 0
|
|
and (nodef.groups.fire) then
|
|
|
|
if self.fire_damage ~= 0 then
|
|
|
|
self.health = self.health - self.fire_damage
|
|
|
|
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
mcl_burning.set_on_fire(self.object, 5)
|
|
|
|
if check_for_death(self, "fire", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- damage_per_second node check
|
|
elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
|
|
|
|
self.health = self.health - nodef.damage_per_second
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png")
|
|
|
|
if check_for_death(self, "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 = max(0, self.breath - 1)
|
|
|
|
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
|
|
damage_effect(self, dmg)
|
|
self.health = self.health - dmg
|
|
end
|
|
if check_for_death(self, "drowning", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
else
|
|
self.breath = 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 check_for_death(self, "suffocation", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
self.suffocation_timer = 0
|
|
end
|
|
|
|
return check_for_death(self, "", {type = "unknown"})
|
|
end
|
|
|
|
|
|
-- jump if facing a solid node (not fences or gates)
|
|
local do_jump = function(self)
|
|
if not self.jump
|
|
or self.jump_height == 0
|
|
or self.fly
|
|
or (self.child and self.type ~= "monster")
|
|
or self.order == "stand" then
|
|
return false
|
|
end
|
|
|
|
self.facing_fence = false
|
|
|
|
-- something stopping us while moving?
|
|
if self.state ~= "stand"
|
|
and get_velocity(self) > 0.5
|
|
and self.object:get_velocity().y ~= 0 then
|
|
return false
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
local yaw = self.object:get_yaw()
|
|
|
|
-- what is mob standing on?
|
|
pos.y = pos.y + self.collisionbox[2] - 0.2
|
|
|
|
local nod = node_ok(pos)
|
|
|
|
if minetest.registered_nodes[nod.name].walkable == false then
|
|
return false
|
|
end
|
|
|
|
local v = self.object:get_velocity()
|
|
local v2 = abs(v.x)+abs(v.z)*.833
|
|
local jump_c_multiplier = 1
|
|
if v2/self.walk_velocity/2>1 then
|
|
jump_c_multiplier = v2/self.walk_velocity/2
|
|
end
|
|
|
|
-- where is front
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
|
|
|
|
-- what is in front of mob?
|
|
nod = node_ok({
|
|
x = pos.x + dir_x,
|
|
y = pos.y + 0.5,
|
|
z = pos.z + dir_z
|
|
})
|
|
|
|
-- this is used to detect if there's a block on top of the block in front of the mob.
|
|
-- If there is, there is no point in jumping as we won't manage.
|
|
local nodTop = node_ok({
|
|
x = pos.x + dir_x,
|
|
y = pos.y + 1.5,
|
|
z = pos.z + dir_z
|
|
}, "air")
|
|
|
|
|
|
-- we don't attempt to jump if there's a stack of blocks blocking
|
|
if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
|
|
return false
|
|
end
|
|
|
|
-- thin blocks that do not need to be jumped
|
|
if nod.name == node_snow then
|
|
return false
|
|
end
|
|
|
|
local ndef = minetest.registered_nodes[nod.name]
|
|
if self.walk_chance == 0 or ndef and ndef.walkable or can_jump_cliff(self) then
|
|
|
|
if minetest.get_item_group(nod.name, "fence") == 0
|
|
and minetest.get_item_group(nod.name, "fence_gate") == 0
|
|
and minetest.get_item_group(nod.name, "wall") == 0 then
|
|
|
|
local v = self.object:get_velocity()
|
|
|
|
v.y = self.jump_height + 0.1 * 3
|
|
|
|
if can_jump_cliff(self) then
|
|
v=vector.multiply(v, vector.new(2.8,1,2.8))
|
|
end
|
|
|
|
set_animation(self, "jump") -- only when defined
|
|
|
|
self.object:set_velocity(v)
|
|
|
|
-- when in air move forward
|
|
minetest.after(0.3, function(self, v)
|
|
if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
|
|
return
|
|
end
|
|
self.object:set_acceleration({
|
|
x = v.x * 2,
|
|
y = DEFAULT_FALL_SPEED,
|
|
z = v.z * 2,
|
|
})
|
|
end, self, v)
|
|
|
|
if self.jump_sound_cooloff <= 0 then
|
|
mob_sound(self, "jump")
|
|
self.jump_sound_cooloff = 0.5
|
|
end
|
|
else
|
|
self.facing_fence = true
|
|
end
|
|
|
|
-- if we jumped against a block/wall 4 times then turn
|
|
if self.object:get_velocity().x ~= 0
|
|
and self.object:get_velocity().z ~= 0 then
|
|
|
|
self.jump_count = (self.jump_count or 0) + 1
|
|
|
|
if self.jump_count == 4 then
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
yaw = set_yaw(self, yaw + 1.35, 8)
|
|
|
|
self.jump_count = 0
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- blast damage to entities nearby
|
|
local entity_physics = function(pos, radius)
|
|
|
|
radius = radius * 2
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, radius)
|
|
local obj_pos, dist
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj_pos = objs[n]:get_pos()
|
|
|
|
dist = vector.distance(pos, obj_pos)
|
|
if dist < 1 then dist = 1 end
|
|
|
|
local damage = floor((4 / dist) * radius)
|
|
local ent = objs[n]:get_luaentity()
|
|
|
|
-- punches work on entities AND players
|
|
objs[n]:punch(objs[n], 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, pos)
|
|
end
|
|
end
|
|
|
|
|
|
-- should mob follow what I'm holding ?
|
|
local follow_holding = function(self, clicker)
|
|
if self.nofollow then return false end
|
|
|
|
if mcl_mobs.invis[clicker:get_player_name()] then
|
|
return false
|
|
end
|
|
|
|
local item = clicker:get_wielded_item()
|
|
local t = type(self.follow)
|
|
|
|
-- single item
|
|
if t == "string"
|
|
and item:get_name() == self.follow then
|
|
return true
|
|
|
|
-- multiple items
|
|
elseif t == "table" then
|
|
|
|
for no = 1, #self.follow do
|
|
|
|
if self.follow[no] == item:get_name() then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- find two animals of same type and breed if nearby and horny
|
|
local breed = function(self)
|
|
|
|
--mcl_log("In breed function")
|
|
-- child takes a long time before growing into adult
|
|
if self.child == true then
|
|
|
|
-- When a child, hornytimer is used to count age until adulthood
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= CHILD_GROW_TIME then
|
|
|
|
self.child = false
|
|
self.hornytimer = 0
|
|
|
|
self.object:set_properties({
|
|
textures = self.base_texture,
|
|
mesh = self.base_mesh,
|
|
visual_size = self.base_size,
|
|
collisionbox = self.base_colbox,
|
|
selectionbox = self.base_selbox,
|
|
})
|
|
|
|
-- custom function when child grows up
|
|
if self.on_grown then
|
|
self.on_grown(self)
|
|
else
|
|
-- jump when fully grown so as not to fall into ground
|
|
self.object:set_velocity({
|
|
x = 0,
|
|
y = self.jump_height*3,
|
|
z = 0
|
|
})
|
|
end
|
|
|
|
self.animation = nil
|
|
local anim = self._current_animation
|
|
self._current_animation = nil -- Mobs Redo does nothing otherwise
|
|
mcl_mobs.set_animation(self, anim)
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- horny animal can mate for HORNY_TIME seconds,
|
|
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
|
|
if self.horny == true
|
|
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
|
|
self.hornytimer = 0
|
|
self.horny = false
|
|
end
|
|
end
|
|
|
|
-- find another same animal who is also horny and mate if nearby
|
|
if self.horny == true
|
|
and self.hornytimer <= HORNY_TIME then
|
|
|
|
mcl_log("In breed function. All good. Do the magic.")
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, 3)
|
|
local num = 0
|
|
local ent = nil
|
|
|
|
for n = 1, #objs do
|
|
|
|
ent = objs[n]:get_luaentity()
|
|
|
|
-- check for same animal with different colour
|
|
local canmate = false
|
|
|
|
if ent then
|
|
|
|
if ent.name == self.name then
|
|
canmate = true
|
|
else
|
|
local entname = string.split(ent.name,":")
|
|
local selfname = string.split(self.name,":")
|
|
|
|
if entname[1] == selfname[1] then
|
|
entname = string.split(entname[2],"_")
|
|
selfname = string.split(selfname[2],"_")
|
|
|
|
if entname[1] == selfname[1] then
|
|
canmate = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if canmate then mcl_log("In breed function. Can mate.") end
|
|
|
|
if ent
|
|
and canmate == true
|
|
and ent.horny == true
|
|
and ent.hornytimer <= HORNY_TIME then
|
|
num = num + 1
|
|
end
|
|
|
|
-- found your mate? then have a baby
|
|
if num > 1 then
|
|
|
|
self.hornytimer = HORNY_TIME + 1
|
|
ent.hornytimer = HORNY_TIME + 1
|
|
|
|
-- spawn baby
|
|
|
|
|
|
minetest.after(5, function(parent1, parent2, pos)
|
|
if not parent1.object:get_luaentity() then
|
|
return
|
|
end
|
|
if not parent2.object:get_luaentity() then
|
|
return
|
|
end
|
|
|
|
mcl_experience.throw_xp(pos, random(1, 7))
|
|
|
|
-- custom breed function
|
|
if parent1.on_breed then
|
|
-- when false, skip going any further
|
|
if parent1.on_breed(parent1, parent2) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
local child = mcl_mobs:spawn_child(pos, parent1.name)
|
|
|
|
local ent_c = child:get_luaentity()
|
|
|
|
|
|
-- Use texture of one of the parents
|
|
local p = random(1, 2)
|
|
if p == 1 then
|
|
ent_c.base_texture = parent1.base_texture
|
|
else
|
|
ent_c.base_texture = parent2.base_texture
|
|
end
|
|
child:set_properties({
|
|
textures = ent_c.base_texture
|
|
})
|
|
|
|
-- tamed and owned by parents' owner
|
|
ent_c.tamed = true
|
|
ent_c.owner = parent1.owner
|
|
end, self, ent, pos)
|
|
|
|
num = 0
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
local replace = function(self, pos)
|
|
|
|
if not self.replace_rate
|
|
or not self.replace_what
|
|
or self.child == true
|
|
or self.object:get_velocity().y ~= 0
|
|
or random(1, self.replace_rate) > 1 then
|
|
return
|
|
end
|
|
|
|
local what, with, y_offset
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
|
|
local num = random(#self.replace_what)
|
|
|
|
what = self.replace_what[num][1] or ""
|
|
with = self.replace_what[num][2] or ""
|
|
y_offset = self.replace_what[num][3] or 0
|
|
else
|
|
what = self.replace_what
|
|
with = self.replace_with or ""
|
|
y_offset = self.replace_offset or 0
|
|
end
|
|
|
|
pos.y = pos.y + y_offset
|
|
|
|
local node = minetest.get_node(pos)
|
|
if node.name == what then
|
|
|
|
local oldnode = {name = what, param2 = node.param2}
|
|
local newnode = {name = with, param2 = node.param2}
|
|
local on_replace_return
|
|
|
|
if self.on_replace then
|
|
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
|
|
end
|
|
|
|
if on_replace_return ~= false then
|
|
|
|
if mobs_griefing then
|
|
minetest.set_node(pos, newnode)
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- check if daytime and also if mob is docile during daylight hours
|
|
local day_docile = function(self)
|
|
|
|
if self.docile_by_day == false then
|
|
|
|
return false
|
|
|
|
elseif self.docile_by_day == true
|
|
and self.time_of_day > 0.2
|
|
and self.time_of_day < 0.8 then
|
|
|
|
return true
|
|
end
|
|
end
|
|
|
|
|
|
local los_switcher = false
|
|
local height_switcher = false
|
|
|
|
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
|
|
local smart_mobs = function(self, s, p, dist, dtime)
|
|
|
|
local s1 = self.path.lastpos
|
|
|
|
local target_pos = self.attack:get_pos()
|
|
|
|
-- is it becoming stuck?
|
|
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
|
|
self.path.stuck_timer = self.path.stuck_timer + dtime
|
|
else
|
|
self.path.stuck_timer = 0
|
|
end
|
|
|
|
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
|
|
|
|
local use_pathfind = false
|
|
local has_lineofsight = minetest.line_of_sight(
|
|
{x = s.x, y = (s.y) + .5, z = s.z},
|
|
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
|
|
|
|
-- im stuck, search for path
|
|
if not has_lineofsight then
|
|
|
|
if los_switcher == true then
|
|
use_pathfind = true
|
|
los_switcher = false
|
|
end -- cannot see target!
|
|
else
|
|
if los_switcher == false then
|
|
|
|
los_switcher = true
|
|
use_pathfind = false
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end -- can see target!
|
|
end
|
|
|
|
if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end
|
|
|
|
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end
|
|
|
|
if abs(vector.subtract(s,target_pos).y) > self.stepheight then
|
|
|
|
if height_switcher then
|
|
use_pathfind = true
|
|
height_switcher = false
|
|
end
|
|
else
|
|
if not height_switcher then
|
|
use_pathfind = false
|
|
height_switcher = true
|
|
end
|
|
end
|
|
|
|
if use_pathfind then
|
|
-- lets try find a path, first take care of positions
|
|
-- since pathfinder is very sensitive
|
|
local sheight = self.collisionbox[5] - self.collisionbox[2]
|
|
|
|
-- round position to center of node to avoid stuck in walls
|
|
-- also adjust height for player models!
|
|
s.x = floor(s.x + 0.5)
|
|
s.z = floor(s.z + 0.5)
|
|
|
|
local ssight, sground = minetest.line_of_sight(s, {
|
|
x = s.x, y = s.y - 4, z = s.z}, 1)
|
|
|
|
-- determine node above ground
|
|
if not ssight then
|
|
s.y = sground.y + 1
|
|
end
|
|
|
|
local p1 = self.attack:get_pos()
|
|
|
|
p1.x = floor(p1.x + 0.5)
|
|
p1.y = floor(p1.y + 0.5)
|
|
p1.z = floor(p1.z + 0.5)
|
|
|
|
local dropheight = 12
|
|
if self.fear_height ~= 0 then dropheight = self.fear_height end
|
|
local jumpheight = 0
|
|
if self.jump and self.jump_height >= 4 then
|
|
jumpheight = min(ceil(self.jump_height / 4), 4)
|
|
elseif self.stepheight > 0.5 then
|
|
jumpheight = 1
|
|
end
|
|
self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
|
|
|
|
self.state = ""
|
|
do_attack(self, self.attack)
|
|
|
|
-- no path found, try something else
|
|
if not self.path.way then
|
|
|
|
self.path.following = false
|
|
|
|
-- lets make way by digging/building if not accessible
|
|
if self.pathfinding == 2 and mobs_griefing then
|
|
|
|
-- is player higher than mob?
|
|
if s.y < p1.y then
|
|
|
|
-- build upwards
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local ndef1 = minetest.registered_nodes[self.standing_in]
|
|
|
|
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
|
|
|
|
minetest.set_node(s, {name = mcl_mobs.fallback_node})
|
|
end
|
|
end
|
|
|
|
local sheight = ceil(self.collisionbox[5]) + 1
|
|
|
|
-- assume mob is 2 blocks high so it digs above its head
|
|
s.y = s.y + sheight
|
|
|
|
-- remove one block above to make room to jump
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local node1 = node_ok(s, "air").name
|
|
local ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.set_node(s, {name = "air"})
|
|
minetest.add_item(s, ItemStack(node1))
|
|
|
|
end
|
|
end
|
|
|
|
s.y = s.y - sheight
|
|
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
|
|
|
|
else -- dig 2 blocks to make door toward player direction
|
|
|
|
local yaw1 = self.object:get_yaw() + pi / 2
|
|
local p1 = {
|
|
x = s.x + cos(yaw1),
|
|
y = s.y,
|
|
z = s.z + sin(yaw1)
|
|
}
|
|
|
|
if not minetest.is_protected(p1, "") then
|
|
|
|
local node1 = node_ok(p1, "air").name
|
|
local ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
p1.y = p1.y + 1
|
|
node1 = node_ok(p1, "air").name
|
|
ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- will try again in 2 seconds
|
|
self.path.stuck_timer = stuck_timeout - 2
|
|
elseif s.y < p1.y and (not self.fly) then
|
|
do_jump(self) --add jump to pathfinding
|
|
self.path.following = true
|
|
-- Yay, I found path!
|
|
-- TODO: Implement war_cry sound without being annoying
|
|
--mob_sound(self, "war_cry", true)
|
|
else
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
-- follow path now that it has it
|
|
self.path.following = true
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- specific attacks
|
|
local specific_attack = function(list, what)
|
|
|
|
-- no list so attack default (player, animals etc.)
|
|
if list == nil then
|
|
return true
|
|
end
|
|
|
|
-- found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- find someone to attack
|
|
local monster_attack = function(self)
|
|
if not damage_enabled
|
|
or self.passive ~= false
|
|
or self.state == "attack"
|
|
or day_docile(self) then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
local p, sp, dist
|
|
local player, obj, min_player
|
|
local type, name = "", ""
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
local blacklist_attack = {}
|
|
|
|
for n = 1, #objs do
|
|
if not objs[n]:is_player() then
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
name = obj.name or ""
|
|
end
|
|
if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then
|
|
table.insert(blacklist_attack, obj.attack)
|
|
end
|
|
end
|
|
end
|
|
|
|
for n = 1, #objs do
|
|
|
|
|
|
if objs[n]:is_player() then
|
|
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not object_in_range(self, objs[n])) then
|
|
type = ""
|
|
elseif (self.type == "monster" or self._aggro) then
|
|
player = objs[n]
|
|
type = "player"
|
|
name = "player"
|
|
end
|
|
else
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
type = obj.type
|
|
name = obj.name or ""
|
|
end
|
|
|
|
end
|
|
|
|
-- find specific mob to attack, failing that attack player/npc/animal
|
|
if specific_attack(self.specific_attack, name)
|
|
and (type == "player" or ( type == "npc" and self.attack_npcs )
|
|
or (type == "animal" and self.attack_animals == true)) then
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
dist = vector.distance(p, s)
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
local attacked_p = false
|
|
for c=1, #blacklist_attack do
|
|
if blacklist_attack[c] == player then
|
|
attacked_p = true
|
|
end
|
|
end
|
|
-- choose closest player to attack
|
|
if dist < min_dist
|
|
and not attacked_p
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
if not min_player and #blacklist_attack > 0 then
|
|
min_player=blacklist_attack[math.random(#blacklist_attack)]
|
|
end
|
|
-- attack player
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
end
|
|
end
|
|
|
|
|
|
-- npc, find closest monster to attack
|
|
local npc_attack = function(self)
|
|
|
|
if self.type ~= "npc"
|
|
or not self.attacks_monsters
|
|
or self.state == "attack" then
|
|
return
|
|
end
|
|
|
|
local p, sp, obj, min_player
|
|
local s = self.object:get_pos()
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj and obj.type == "monster" then
|
|
|
|
p = obj.object:get_pos()
|
|
sp = s
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = obj.object
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
end
|
|
end
|
|
|
|
|
|
-- specific runaway
|
|
local specific_runaway = function(list, what)
|
|
|
|
-- no list so do not run
|
|
if list == nil then
|
|
return false
|
|
end
|
|
|
|
-- found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- find someone to runaway from
|
|
local runaway_from = function(self)
|
|
|
|
if not self.runaway_from and self.state ~= "flop" then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
local p, sp, dist
|
|
local player, obj, min_player
|
|
local type, name = "", ""
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
if mcl_mobs.invis[ objs[n]:get_player_name() ]
|
|
or self.owner == objs[n]:get_player_name()
|
|
or (not object_in_range(self, objs[n])) then
|
|
type = ""
|
|
else
|
|
player = objs[n]
|
|
type = "player"
|
|
name = "player"
|
|
end
|
|
else
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
type = obj.type
|
|
name = obj.name or ""
|
|
end
|
|
end
|
|
|
|
-- find specific mob to runaway from
|
|
if name ~= "" and name ~= self.name
|
|
and specific_runaway(self.runaway_from, name) then
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
dist = vector.distance(p, s)
|
|
|
|
|
|
-- choose closest player/mpb to runaway from
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
|
|
local lp = player:get_pos()
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 4)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
end
|
|
end
|
|
|
|
|
|
-- follow player if owner or holding item, if fish outta water then flop
|
|
local follow_flop = function(self)
|
|
|
|
-- find player to follow
|
|
if (self.follow ~= ""
|
|
or self.order == "follow")
|
|
and not self.following
|
|
and self.state ~= "attack"
|
|
and self.order ~= "sit"
|
|
and self.state ~= "runaway" then
|
|
|
|
local s = self.object:get_pos()
|
|
local players = minetest.get_connected_players()
|
|
|
|
for n = 1, #players do
|
|
|
|
if (object_in_range(self, players[n]))
|
|
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
|
|
|
|
self.following = players[n]
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.type == "npc"
|
|
and self.order == "follow"
|
|
and self.state ~= "attack"
|
|
and self.order ~= "sit"
|
|
and self.owner ~= "" then
|
|
|
|
-- npc stop following player if not owner
|
|
if self.following
|
|
and self.owner
|
|
and self.owner ~= self.following:get_player_name() then
|
|
self.following = nil
|
|
end
|
|
else
|
|
-- stop following player if not holding specific item,
|
|
-- mob is horny, fleeing or attacking
|
|
if self.following
|
|
and self.following:is_player()
|
|
and (follow_holding(self, self.following) == false or
|
|
self.horny or self.state == "runaway") then
|
|
self.following = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
|
|
local s = self.object:get_pos()
|
|
local p
|
|
|
|
if self.following:is_player() then
|
|
|
|
p = self.following:get_pos()
|
|
|
|
elseif self.following.object then
|
|
|
|
p = self.following.object:get_pos()
|
|
end
|
|
|
|
if p then
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
-- dont follow if out of range
|
|
if (not object_in_range(self, self.following)) then
|
|
self.following = nil
|
|
else
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
set_yaw(self, yaw, 2.35)
|
|
|
|
-- anyone but standing npc's can move along
|
|
if dist > 3
|
|
and self.order ~= "stand" then
|
|
|
|
set_velocity(self, self.follow_velocity)
|
|
|
|
if self.walk_chance ~= 0 then
|
|
set_animation(self, "run")
|
|
end
|
|
else
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- swimmers flop when out of their element, and swim again when back in
|
|
if self.fly then
|
|
local s = self.object:get_pos()
|
|
if flight_check(self, s) == false then
|
|
|
|
self.state = "flop"
|
|
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
|
|
|
|
local p = self.object:get_pos()
|
|
local sdef = minetest.registered_nodes[node_ok(vector.add(p, vector.new(0,self.collisionbox[2]-0.2,0))).name]
|
|
-- Flop on ground
|
|
if sdef and sdef.walkable then
|
|
if self.object:get_velocity().y < 0.1 then
|
|
mob_sound(self, "flop")
|
|
self.object:set_velocity({
|
|
x = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
y = FLOP_HEIGHT,
|
|
z = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
})
|
|
end
|
|
end
|
|
|
|
set_animation(self, "stand", true)
|
|
|
|
return
|
|
elseif self.state == "flop" then
|
|
self.state = "stand"
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
set_velocity(self, 0)
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- dogshoot attack switch and counter function
|
|
local dogswitch = function(self, dtime)
|
|
|
|
-- switch mode not activated
|
|
if not self.dogshoot_switch
|
|
or not dtime then
|
|
return 0
|
|
end
|
|
|
|
self.dogshoot_count = self.dogshoot_count + dtime
|
|
|
|
if (self.dogshoot_switch == 1
|
|
and self.dogshoot_count > self.dogshoot_count_max)
|
|
or (self.dogshoot_switch == 2
|
|
and self.dogshoot_count > self.dogshoot_count2_max) then
|
|
|
|
self.dogshoot_count = 0
|
|
|
|
if self.dogshoot_switch == 1 then
|
|
self.dogshoot_switch = 2
|
|
else
|
|
self.dogshoot_switch = 1
|
|
end
|
|
end
|
|
|
|
return self.dogshoot_switch
|
|
end
|
|
|
|
local function go_to_pos(entity,b)
|
|
if not entity then return end
|
|
local s=entity.object:get_pos()
|
|
if not b then
|
|
--self.state = "stand"
|
|
return end
|
|
if vector.distance(b,s) < 1 then
|
|
--set_velocity(entity,0)
|
|
return true
|
|
end
|
|
local v = { x = b.x - s.x, z = b.z - s.z }
|
|
local yaw = (atann(v.z / v.x) + pi / 2) - entity.rotate
|
|
if b.x > s.x then yaw = yaw + pi end
|
|
entity.object:set_yaw(yaw)
|
|
set_velocity(entity,entity.follow_velocity)
|
|
mcl_mobs:set_animation(entity, "walk")
|
|
end
|
|
|
|
local function interact_with_door(self, action, target)
|
|
local p = self.object:get_pos()
|
|
--local t = minetest.get_timeofday()
|
|
--local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"})
|
|
--for _,d in pairs(dd) do
|
|
if target then
|
|
mcl_log("Door target is: ".. minetest.pos_to_string(target))
|
|
|
|
local n = minetest.get_node(target)
|
|
if n.name:find("_b_") or n.name:find("_t_") then
|
|
mcl_log("Door")
|
|
local def = minetest.registered_nodes[n.name]
|
|
local closed = n.name:find("_b_1") or n.name:find("_t_1")
|
|
--if self.state == PATHFINDING then
|
|
if closed and action == "open" and def.on_rightclick then
|
|
mcl_log("Open door")
|
|
def.on_rightclick(target,n,self)
|
|
end
|
|
if not closed and action == "close" and def.on_rightclick then
|
|
mcl_log("Close door")
|
|
def.on_rightclick(target,n,self)
|
|
end
|
|
--else
|
|
else
|
|
mcl_log("Not door")
|
|
end
|
|
else
|
|
mcl_log("no target. cannot try and open or close door")
|
|
end
|
|
--end
|
|
end
|
|
|
|
local function do_pathfind_action (self, action)
|
|
if action then
|
|
mcl_log("Action present")
|
|
local type = action["type"]
|
|
local action_val = action["action"]
|
|
local target = action["target"]
|
|
if target then
|
|
mcl_log("Target: ".. minetest.pos_to_string(target))
|
|
end
|
|
if type and type == "door" then
|
|
mcl_log("Type is door")
|
|
interact_with_door(self, action_val, target)
|
|
end
|
|
end
|
|
end
|
|
|
|
local gowp_etime = 0
|
|
|
|
local function check_gowp(self,dtime)
|
|
gowp_etime = gowp_etime + dtime
|
|
|
|
-- 0.1 is optimal.
|
|
--less frequently = villager will get sent back after passing a point.
|
|
--more frequently = villager will fail points they shouldn't they just didn't get there yet
|
|
|
|
--if gowp_etime < 0.05 then return end
|
|
--gowp_etime = 0
|
|
local p = self.object:get_pos()
|
|
|
|
-- no destination
|
|
if not p or not self._target then
|
|
mcl_log("p: ".. tostring(p))
|
|
mcl_log("self._target: ".. tostring(self._target))
|
|
return
|
|
end
|
|
|
|
-- arrived at location, finish gowp
|
|
local distance_to_targ = vector.distance(p,self._target)
|
|
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
|
|
if distance_to_targ < 2 then
|
|
mcl_log("Arrived at _target")
|
|
self.waypoints = nil
|
|
self._target = nil
|
|
self.current_target = nil
|
|
self.state = "stand"
|
|
self.order = "stand"
|
|
self.object:set_velocity({x = 0, y = 0, z = 0})
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
if self.callback_arrived then return self.callback_arrived(self) end
|
|
return true
|
|
end
|
|
|
|
-- More pathing to be done
|
|
local distance_to_current_target = 50
|
|
if self.current_target and self.current_target["pos"] then
|
|
distance_to_current_target = vector.distance(p,self.current_target["pos"])
|
|
end
|
|
|
|
-- 0.6 is working but too sensitive. sends villager back too frequently. 0.7 is quite good, but not with heights
|
|
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
|
|
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
|
|
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
|
|
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
|
|
do_pathfind_action (self, self.current_target["action"])
|
|
|
|
local failed_attempts = self.current_target["failed_attempts"]
|
|
mcl_log("There after " .. failed_attempts .. " failed attempts. current target:".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: " .. distance_to_current_target)
|
|
|
|
self.current_target = table.remove(self.waypoints, 1)
|
|
go_to_pos(self, self.current_target["pos"])
|
|
return
|
|
elseif self.current_target and self.current_target["pos"] then
|
|
-- No waypoints left, but have current target. Potentially last waypoint to go to.
|
|
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
|
|
local failed_attempts = self.current_target["failed_attempts"]
|
|
if failed_attempts >= 50 then
|
|
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
|
|
self.state = "stand"
|
|
self.current_target = nil
|
|
self.waypoints = nil
|
|
self._target = nil
|
|
self._pf_last_failed = os.time()
|
|
self.object:set_velocity({x = 0, y = 0, z = 0})
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
return
|
|
end
|
|
|
|
--mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: ".. distance_to_current_target)
|
|
go_to_pos(self, self.current_target["pos"])
|
|
-- Do i just delete current_target, and return so we can find final path.
|
|
else
|
|
-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
|
|
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
|
|
|
|
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
|
|
local final_wp = minetest.find_path(p,self._target,150,1,4)
|
|
if final_wp then
|
|
mcl_log("We might be able to get to target here.")
|
|
-- self.waypoints = final_wp
|
|
--go_to_pos(self,self._target)
|
|
else
|
|
-- Abandon route?
|
|
mcl_log("Cannot plot final route to target")
|
|
end
|
|
end
|
|
|
|
-- I don't think we need the following anymore, but test first.
|
|
-- Maybe just need something to path to target if no waypoints left
|
|
if self.current_target and self.current_target["pos"] and (self.waypoints and #self.waypoints == 0) then
|
|
local updated_p = self.object:get_pos()
|
|
local distance_to_cur_targ = vector.distance(updated_p,self.current_target["pos"])
|
|
|
|
mcl_log("Distance to current target: ".. tostring(distance_to_cur_targ))
|
|
mcl_log("Current p: ".. minetest.pos_to_string(updated_p))
|
|
|
|
-- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door
|
|
if distance_to_cur_targ > 1.9 then
|
|
mcl_log("not close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
|
|
go_to_pos(self,self._current_target)
|
|
else
|
|
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
|
|
self.current_target = nil
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
-- execute current state (stand, walk, run, attacks)
|
|
-- returns true if mob has died
|
|
local do_states = function(self, dtime)
|
|
--if self.can_open_doors then check_doors(self) end
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if self.state == "stand" then
|
|
if random(1, 4) == 1 then
|
|
|
|
local s = self.object:get_pos()
|
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
local lp
|
|
for n = 1, #objs do
|
|
if objs[n]:is_player() then
|
|
lp = objs[n]:get_pos()
|
|
break
|
|
end
|
|
end
|
|
|
|
-- look at any players nearby, otherwise turn randomly
|
|
if lp and self.look_at_players then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then yaw = yaw + pi end
|
|
else
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
if self.order == "sit" then
|
|
set_animation(self, "sit")
|
|
set_velocity(self, 0)
|
|
else
|
|
set_animation(self, "stand")
|
|
set_velocity(self, 0)
|
|
end
|
|
|
|
-- npc's ordered to stand stay standing
|
|
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
|
|
|
else
|
|
if self.walk_chance ~= 0
|
|
and self.facing_fence ~= true
|
|
and random(1, 100) <= self.walk_chance
|
|
and is_at_cliff_or_danger(self) == false then
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
self.state = "walk"
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
elseif self.state == PATHFINDING then
|
|
check_gowp(self,dtime)
|
|
|
|
elseif self.state == "walk" then
|
|
local s = self.object:get_pos()
|
|
local lp = nil
|
|
|
|
-- is there something I need to avoid?
|
|
if (self.water_damage > 0
|
|
and self.lava_damage > 0)
|
|
or self.breath_max ~= -1 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
|
|
|
elseif self.water_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water"})
|
|
|
|
elseif self.lava_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
|
|
|
elseif self.fire_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
|
|
|
end
|
|
|
|
local is_in_danger = false
|
|
if lp then
|
|
-- If mob in or on dangerous block, look for land
|
|
if (is_node_dangerous(self, self.standing_in) or
|
|
is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) and (not self.fly) then
|
|
is_in_danger = true
|
|
|
|
-- If mob in or on dangerous block, look for land
|
|
if is_in_danger then
|
|
-- Better way to find shore - copied from upstream
|
|
lp = minetest.find_nodes_in_area_under_air(
|
|
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
|
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
|
{"group:solid"})
|
|
|
|
lp = #lp > 0 and lp[random(#lp)]
|
|
|
|
-- did we find land?
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
|
|
if lp.x > s.x then yaw = yaw + pi end
|
|
|
|
-- look towards land and move in that direction
|
|
yaw = set_yaw(self, yaw, 6)
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
end
|
|
end
|
|
|
|
-- A danger is near but mob is not inside
|
|
else
|
|
|
|
-- Randomly turn
|
|
if random(1, 100) <= 30 then
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
|
|
-- otherwise randomly turn
|
|
elseif random(1, 100) <= 30 then
|
|
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
|
|
-- stand for great fall or danger or fence in front
|
|
local cliff_or_danger = false
|
|
if is_in_danger then
|
|
cliff_or_danger = is_at_cliff_or_danger(self)
|
|
end
|
|
if self.facing_fence == true
|
|
or cliff_or_danger
|
|
or random(1, 100) <= 30 then
|
|
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
else
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
if flight_check(self)
|
|
and self.animation
|
|
and self.animation.fly_start
|
|
and self.animation.fly_end then
|
|
set_animation(self, "fly")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
-- runaway when punched
|
|
elseif self.state == "runaway" then
|
|
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
if self.runaway_timer > 5
|
|
or is_at_cliff_or_danger(self) then
|
|
self.runaway_timer = 0
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
set_animation(self, "run")
|
|
end
|
|
|
|
-- attack routines (explode, dogfight, shoot, dogshoot)
|
|
elseif self.state == "attack" then
|
|
|
|
local s = self.object:get_pos()
|
|
local p = self.attack:get_pos() or s
|
|
|
|
-- stop attacking if player invisible or out of range
|
|
if not self.attack
|
|
or not self.attack:get_pos()
|
|
or not object_in_range(self, self.attack)
|
|
or self.attack:get_hp() <= 0
|
|
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
|
|
|
self.state = "stand"
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
self.attack = nil
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.path.way = nil
|
|
|
|
return
|
|
end
|
|
|
|
-- calculate distance from mob and enemy
|
|
local dist = vector.distance(p, s)
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
yaw = set_yaw(self, yaw, 0, dtime)
|
|
|
|
local node_break_radius = self.explosion_radius or 1
|
|
local entity_damage_radius = self.explosion_damage_radius
|
|
or (node_break_radius * 2)
|
|
|
|
-- start timer when in reach and line of sight
|
|
if not self.v_start
|
|
and dist <= self.reach
|
|
and line_of_sight(self, s, p, 2) then
|
|
|
|
self.v_start = true
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
mob_sound(self, "fuse", nil, false)
|
|
|
|
-- stop timer if out of reach or direct line of sight
|
|
elseif self.allow_fuse_reset
|
|
and self.v_start
|
|
and (dist >= self.explosiontimer_reset_radius
|
|
or not line_of_sight(self, s, p, 2)) then
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.blinkstatus = false
|
|
remove_texture_mod(self, "^[brighten")
|
|
end
|
|
|
|
-- walk right up to player unless the timer is active
|
|
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
|
set_velocity(self, 0)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
set_animation(self, "run")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
|
|
if self.v_start then
|
|
|
|
self.timer = self.timer + dtime
|
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
|
|
if self.blinktimer > 0.2 then
|
|
|
|
self.blinktimer = 0
|
|
|
|
if self.blinkstatus then
|
|
remove_texture_mod(self, "^[brighten")
|
|
else
|
|
add_texture_mod(self, "^[brighten")
|
|
end
|
|
|
|
self.blinkstatus = not self.blinkstatus
|
|
end
|
|
|
|
if self.timer > self.explosion_timer then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
|
else
|
|
minetest.sound_play(self.sounds.explode, {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds.distance or 32
|
|
}, true)
|
|
|
|
entity_physics(pos, entity_damage_radius)
|
|
effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
|
end
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
|
|
return true
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "dogfight"
|
|
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
|
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
|
|
|
|
if self.fly
|
|
and dist > self.reach then
|
|
|
|
local p1 = s
|
|
local me_y = floor(p1.y)
|
|
local p2 = p
|
|
local p_y = floor(p2.y + 1)
|
|
local v = self.object:get_velocity()
|
|
|
|
if flight_check(self, s) then
|
|
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
end
|
|
else
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 0.01,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -0.01,
|
|
z = v.z
|
|
})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- rnd: new movement direction
|
|
if self.path.following
|
|
and self.path.way
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
-- no paths longer than 50
|
|
if #self.path.way > 50
|
|
or dist < self.reach then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
if not p1 then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
|
|
-- reached waypoint, remove it from queue
|
|
table.remove(self.path.way, 1)
|
|
end
|
|
|
|
-- set new temporary target
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
end
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
yaw = set_yaw(self, yaw, 0, dtime)
|
|
|
|
-- move towards enemy if beyond mob reach
|
|
if dist > self.reach then
|
|
|
|
-- path finding by rnd
|
|
if self.pathfinding -- only if mob has pathfinding enabled
|
|
and enable_pathfinding then
|
|
|
|
smart_mobs(self, s, p, dist, dtime)
|
|
end
|
|
|
|
if is_at_cliff_or_danger(self) then
|
|
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
else
|
|
|
|
if self.path.stuck then
|
|
set_velocity(self, self.walk_velocity)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
set_animation(self, "run")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
else -- rnd: if inside reach range
|
|
|
|
self.path.stuck = false
|
|
self.path.stuck_timer = 0
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
set_velocity(self, 0)
|
|
|
|
if not self.custom_attack then
|
|
|
|
if self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
if self.double_melee_attack
|
|
and random(1, 2) == 1 then
|
|
set_animation(self, "punch2")
|
|
else
|
|
set_animation(self, "punch")
|
|
end
|
|
|
|
local p2 = p
|
|
local s2 = s
|
|
|
|
p2.y = p2.y + .5
|
|
s2.y = s2.y + .5
|
|
|
|
if line_of_sight(self, p2, s2) == true then
|
|
|
|
-- play attack sound
|
|
mob_sound(self, "attack")
|
|
|
|
-- punch player (or what player is attached to)
|
|
local attached = self.attack:get_attach()
|
|
if attached then
|
|
self.attack = attached
|
|
end
|
|
self.attack:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = self.damage}
|
|
}, nil)
|
|
end
|
|
end
|
|
else -- call custom attack every second
|
|
if self.custom_attack
|
|
and self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
self.custom_attack(self, p)
|
|
end
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "shoot"
|
|
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
|
|
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and dogswitch(self) == 0) then
|
|
|
|
p.y = p.y - .5
|
|
s.y = s.y + .5
|
|
|
|
local dist = vector.distance(p, s)
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
yaw = set_yaw(self, yaw, 0, dtime)
|
|
|
|
local stay_away_from_player = vector.new(0,0,0)
|
|
|
|
--strafe back and fourth
|
|
|
|
--stay away from player so as to shoot them
|
|
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
|
set_animation(self, "shoot")
|
|
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
|
end
|
|
|
|
if self.strafes then
|
|
if not self.strafe_direction then
|
|
self.strafe_direction = 1.57
|
|
end
|
|
if math.random(40) == 1 then
|
|
self.strafe_direction = self.strafe_direction*-1
|
|
end
|
|
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
|
else
|
|
set_velocity(self, 0)
|
|
end
|
|
|
|
local p = self.object:get_pos()
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
if self.shoot_interval
|
|
and self.timer > self.shoot_interval
|
|
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
|
and random(1, 100) <= 60 then
|
|
|
|
self.timer = 0
|
|
set_animation(self, "shoot")
|
|
|
|
-- play shoot attack sound
|
|
mob_sound(self, "shoot_attack")
|
|
|
|
-- Shoot arrow
|
|
if minetest.registered_entities[self.arrow] then
|
|
|
|
local arrow, ent
|
|
local v = 1
|
|
if not self.shoot_arrow then
|
|
self.firing = true
|
|
minetest.after(1, function()
|
|
self.firing = false
|
|
end)
|
|
arrow = minetest.add_entity(p, self.arrow)
|
|
ent = arrow:get_luaentity()
|
|
if ent.velocity then
|
|
v = ent.velocity
|
|
end
|
|
ent.switch = 1
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
|
|
-- important for mcl_shields
|
|
ent._shooter = self.object
|
|
ent._saved_shooter_pos = self.object:get_pos()
|
|
end
|
|
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
-- offset makes shoot aim accurate
|
|
vec.y = vec.y + self.shoot_offset
|
|
vec.x = vec.x * (v / amount)
|
|
vec.y = vec.y * (v / amount)
|
|
vec.z = vec.z * (v / amount)
|
|
if self.shoot_arrow then
|
|
vec = vector.normalize(vec)
|
|
self:shoot_arrow(p, vec)
|
|
else
|
|
arrow:set_velocity(vec)
|
|
end
|
|
end
|
|
end
|
|
else
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
function output_table (wp)
|
|
if not wp then return end
|
|
mcl_log("wp items: ".. tostring(#wp))
|
|
for a,b in pairs(wp) do
|
|
mcl_log(a.. ": ".. tostring(b))
|
|
end
|
|
end
|
|
|
|
function append_paths (wp1, wp2)
|
|
mcl_log("Start append")
|
|
if not wp1 or not wp2 then
|
|
mcl_log("Cannot append wp's")
|
|
return
|
|
end
|
|
output_table(wp1)
|
|
output_table(wp2)
|
|
for _,a in pairs (wp2) do
|
|
table.insert(wp1, a)
|
|
end
|
|
mcl_log("End append")
|
|
end
|
|
|
|
local function output_enriched (wp_out)
|
|
mcl_log("Output enriched path")
|
|
local i = 0
|
|
for _,outy in pairs (wp_out) do
|
|
i = i + 1
|
|
mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
|
|
|
|
local action = outy["action"]
|
|
if action then
|
|
mcl_log("type: " .. action["type"])
|
|
mcl_log("action: " .. action["action"])
|
|
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
|
|
end
|
|
mcl_log("failed attempts: " .. outy["failed_attempts"])
|
|
end
|
|
end
|
|
|
|
-- This function will take a list of paths, and enrich it with:
|
|
-- a var for failed attempts
|
|
-- an action, such as to open or close a door where we know that pos requires that action
|
|
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
|
|
local wp_out = {}
|
|
for i, cur_pos in pairs(wp_in) do
|
|
local action = nil
|
|
|
|
local one_down = vector.new(0,-1,0)
|
|
local cur_pos_to_add = vector.add(cur_pos, one_down)
|
|
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
|
|
mcl_log ("Door open match")
|
|
--action = {type = "door", action = "open"}
|
|
action = {}
|
|
action["type"] = "door"
|
|
action["action"] = "open"
|
|
action["target"] = cur_door_pos
|
|
cur_pos_to_add = vector.add(cur_pos, one_down)
|
|
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
|
|
mcl_log ("Door close match")
|
|
--action = {type = "door", action = "closed"}
|
|
action = {}
|
|
action["type"] = "door"
|
|
action["action"] = "close"
|
|
action["target"] = cur_door_pos
|
|
cur_pos_to_add = vector.add(cur_pos, one_down)
|
|
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
|
|
mcl_log("Current door pos")
|
|
cur_pos_to_add = vector.add(cur_pos, one_down)
|
|
action = {}
|
|
action["type"] = "door"
|
|
action["action"] = "open"
|
|
action["target"] = cur_door_pos
|
|
else
|
|
cur_pos_to_add = cur_pos
|
|
--mcl_log ("Pos doesn't match")
|
|
end
|
|
|
|
wp_out[i] = {}
|
|
wp_out[i]["pos"] = cur_pos_to_add
|
|
wp_out[i]["failed_attempts"] = 0
|
|
wp_out[i]["action"] = action
|
|
|
|
--wp_out[i] = {"pos" = cur_pos, "failed_attempts" = 0, "action" = action}
|
|
--output_pos(cur_pos, i)
|
|
end
|
|
output_enriched(wp_out)
|
|
return wp_out
|
|
end
|
|
|
|
local plane_adjacents = {
|
|
vector.new(1,0,0),
|
|
vector.new(-1,0,0),
|
|
vector.new(0,0,1),
|
|
vector.new(0,0,-1),
|
|
}
|
|
|
|
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
|
|
local function calculate_path_through_door (p, t, target)
|
|
-- target is the same as t, just 1 square difference. Maybe we don't need target
|
|
mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
|
|
|
|
local enriched_path = nil
|
|
|
|
local cur_door_pos = nil
|
|
local pos_closest_to_door = nil
|
|
local other_side_of_door = nil
|
|
|
|
--Path to door first
|
|
local wp = minetest.find_path(p,t,150,1,4)
|
|
if not wp then
|
|
mcl_log("No direct path. Path through door")
|
|
|
|
-- This could improve. There could be multiple doors. Check you can path from door to target first.
|
|
local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
|
|
if cur_door_pos then
|
|
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
|
|
for _,v in pairs(plane_adjacents) do
|
|
pos_closest_to_door = vector.add(cur_door_pos,v)
|
|
|
|
local n = minetest.get_node(pos_closest_to_door)
|
|
if n.name == "air" then
|
|
wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
|
|
if wp then
|
|
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
|
|
other_side_of_door = vector.add(cur_door_pos,-v)
|
|
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
|
|
|
|
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
|
|
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
|
|
table.insert(wp, cur_door_pos)
|
|
append_paths (wp, wp_otherside_door_to_target)
|
|
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
|
|
mcl_log("We have a path from outside door to target")
|
|
else
|
|
mcl_log("We cannot path from outside door to target")
|
|
end
|
|
break
|
|
else
|
|
mcl_log("This block next to door doesn't work.")
|
|
end
|
|
else
|
|
mcl_log("Block is not air, it is: ".. n.name)
|
|
end
|
|
|
|
end
|
|
else
|
|
mcl_log("No door found")
|
|
end
|
|
else
|
|
mcl_log("We have a direct route")
|
|
end
|
|
|
|
if wp and not enriched_path then
|
|
enriched_path = generate_enriched_path(wp)
|
|
end
|
|
return enriched_path
|
|
end
|
|
|
|
local gopath_last = os.time()
|
|
function mcl_mobs:gopath(self,target,callback_arrived)
|
|
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
|
|
|
|
if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then
|
|
mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
|
|
return
|
|
else
|
|
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
|
|
end
|
|
|
|
--if os.time() - gopath_last < 5 then
|
|
-- mcl_log("Not ready to path yet")
|
|
-- return
|
|
--end
|
|
--gopath_last = os.time()
|
|
|
|
self.order = nil
|
|
|
|
local p = self.object:get_pos()
|
|
local t = vector.offset(target,0,1,0)
|
|
|
|
local wp = calculate_path_through_door(p, t, target)
|
|
if not wp then
|
|
mcl_log("Could not calculate path")
|
|
self._pf_last_failed = os.time()
|
|
-- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
|
|
end
|
|
--output_table(wp)
|
|
|
|
if wp and #wp > 0 then
|
|
self._target = t
|
|
self.callback_arrived = callback_arrived
|
|
local current_location = table.remove(wp,1)
|
|
if current_location and current_location["pos"] then
|
|
mcl_log("Removing first co-ord? " .. tostring(current_location["pos"]))
|
|
else
|
|
mcl_log("Nil pos")
|
|
end
|
|
self.current_target = current_location
|
|
self.waypoints = wp
|
|
self.state = PATHFINDING
|
|
return true
|
|
else
|
|
self.state = "walk"
|
|
self.waypoints = nil
|
|
self.current_target = nil
|
|
-- minetest.log("no path found")
|
|
end
|
|
end
|
|
|
|
local function player_near(pos)
|
|
for _,o in pairs(minetest.get_objects_inside_radius(pos,2)) do
|
|
if o:is_player() then return true end
|
|
end
|
|
end
|
|
|
|
local function get_armor_texture(armor_name)
|
|
if armor_name == "" then
|
|
return ""
|
|
end
|
|
if armor_name=="blank.png" then
|
|
return "blank.png"
|
|
end
|
|
local seperator = string.find(armor_name, ":")
|
|
return "mcl_armor_"..string.sub(armor_name, seperator+1, -1)..".png^"
|
|
end
|
|
|
|
local function set_armor_texture(self)
|
|
if self.armor_list then
|
|
local chestplate=minetest.registered_items[self.armor_list.chestplate] or {name=""}
|
|
local boots=minetest.registered_items[self.armor_list.boots] or {name=""}
|
|
local leggings=minetest.registered_items[self.armor_list.leggings] or {name=""}
|
|
local helmet=minetest.registered_items[self.armor_list.helmet] or {name=""}
|
|
|
|
if helmet.name=="" and chestplate.name=="" and leggings.name=="" and boots.name=="" then
|
|
helmet={name="blank.png"}
|
|
end
|
|
local texture = get_armor_texture(chestplate.name)..get_armor_texture(helmet.name)..get_armor_texture(boots.name)..get_armor_texture(leggings.name)
|
|
if string.sub(texture, -1,-1) == "^" then
|
|
texture=string.sub(texture,1,-2)
|
|
end
|
|
if self.textures[self.wears_armor] then
|
|
self.textures[self.wears_armor]=texture
|
|
end
|
|
self.object:set_properties({textures=self.textures})
|
|
|
|
local armor_
|
|
if type(self.armor) == "table" then
|
|
armor_ = table.copy(self.armor)
|
|
armor_.immortal = 1
|
|
else
|
|
armor_ = {immortal=1, fleshy = self.armor}
|
|
end
|
|
|
|
for _,item in pairs(self.armor_list) do
|
|
if not item then return end
|
|
if type(minetest.get_item_group(item, "mcl_armor_points")) == "number" then
|
|
armor_.fleshy=armor_.fleshy-(minetest.get_item_group(item, "mcl_armor_points")*3.5)
|
|
end
|
|
end
|
|
self.object:set_armor_groups(armor_)
|
|
end
|
|
end
|
|
|
|
local function check_item_pickup(self)
|
|
if self.pick_up and #self.pick_up > 0 or self.wears_armor then
|
|
local p = self.object:get_pos()
|
|
for _,o in pairs(minetest.get_objects_inside_radius(p,2)) do
|
|
local l=o:get_luaentity()
|
|
if l and l.name == "__builtin:item" then
|
|
if not player_near(p) and l.itemstring:find("mcl_armor") and self.wears_armor then
|
|
local armor_type
|
|
if l.itemstring:find("chestplate") then
|
|
armor_type = "chestplate"
|
|
elseif l.itemstring:find("boots") then
|
|
armor_type = "boots"
|
|
elseif l.itemstring:find("leggings") then
|
|
armor_type = "leggings"
|
|
elseif l.itemstring:find("helmet") then
|
|
armor_type = "helmet"
|
|
end
|
|
if not armor_type then
|
|
return
|
|
end
|
|
if not self.armor_list then
|
|
self.armor_list={helmet="",chestplate="",boots="",leggings=""}
|
|
elseif self.armor_list[armor_type] and self.armor_list[armor_type] ~= "" then
|
|
return
|
|
end
|
|
self.armor_list[armor_type]=ItemStack(l.itemstring):get_name()
|
|
o:remove()
|
|
end
|
|
if self.pick_up then
|
|
for k,v in pairs(self.pick_up) do
|
|
if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
|
|
local r = self.on_pick_up(self,l)
|
|
if r and r.is_empty and not r:is_empty() then
|
|
l.itemstring = r:to_string()
|
|
elseif r and r.is_empty and r:is_empty() then
|
|
o:remove()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local check_herd_timer = 0
|
|
local function check_herd(self,dtime)
|
|
local pos = self.object:get_pos()
|
|
if not pos then return end
|
|
check_herd_timer = check_herd_timer + dtime
|
|
if check_herd_timer < 4 then return end
|
|
check_herd_timer = 0
|
|
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
|
|
local l = o:get_luaentity()
|
|
local p,y
|
|
if l and l.is_mob and l.name == self.name then
|
|
if self.horny and l.horny then
|
|
p = l.object:get_pos()
|
|
else
|
|
y = o:get_yaw()
|
|
end
|
|
if p then
|
|
go_to_pos(self,p)
|
|
elseif y then
|
|
set_yaw(self,y)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function damage_mob(self,reason,damage)
|
|
if not self.health then return end
|
|
damage = floor(damage)
|
|
if damage > 0 then
|
|
self.health = self.health - damage
|
|
|
|
effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
|
|
|
|
if check_for_death(self, reason, {type = reason}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
local function check_entity_cramming(self)
|
|
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
|
|
damage_mob(l,"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
|
|
local falling = function(self, pos)
|
|
|
|
if self.fly and self.state ~= "die" then
|
|
return
|
|
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.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
|
|
|
|
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
|
|
|
|
if self.floats_on_lava == 1 then
|
|
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -self.fall_speed / (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 self.floats == 1 then
|
|
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -self.fall_speed / (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
|
|
damage_mob(self,"fall",damage)
|
|
end
|
|
|
|
self.old_y = self.object:get_pos().y
|
|
end
|
|
end
|
|
end
|
|
|
|
local teleport = function(self, target)
|
|
if self.do_teleport then
|
|
if self.do_teleport(self, target) == false then
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- deal damage and effects when mob punched
|
|
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|
|
|
-- custom punch function
|
|
if self.do_punch then
|
|
|
|
-- when false skip going any further
|
|
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- error checking when mod profiling is enabled
|
|
if not tool_capabilities then
|
|
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
|
|
return
|
|
end
|
|
|
|
local is_player = hitter:is_player()
|
|
|
|
if is_player then
|
|
-- is mob protected?
|
|
if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
|
|
return
|
|
end
|
|
|
|
if minetest.is_creative_enabled(hitter:get_player_name()) then
|
|
self.health = 0
|
|
end
|
|
|
|
-- set/update 'drop xp' timestamp if hitted by player
|
|
self.xp_timestamp = minetest.get_us_time()
|
|
end
|
|
|
|
|
|
-- punch interval
|
|
local weapon = hitter:get_wielded_item()
|
|
local punch_interval = 1.4
|
|
|
|
-- exhaust attacker
|
|
if is_player then
|
|
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
|
|
end
|
|
|
|
-- calculate mob damage
|
|
local damage = 0
|
|
local armor = self.object:get_armor_groups() or {}
|
|
local tmp
|
|
|
|
-- quick error check incase it ends up 0 (serialize.h check test)
|
|
if tflp == 0 then
|
|
tflp = 0.2
|
|
end
|
|
|
|
|
|
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
|
|
|
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
|
|
|
|
if tmp < 0 then
|
|
tmp = 0.0
|
|
elseif tmp > 1 then
|
|
tmp = 1.0
|
|
end
|
|
|
|
damage = damage + (tool_capabilities.damage_groups[group] or 0)
|
|
* tmp * ((armor[group] or 0) / 100.0)
|
|
end
|
|
|
|
if weapon then
|
|
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
|
|
if fire_aspect_level > 0 then
|
|
mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
|
|
end
|
|
end
|
|
|
|
-- check for tool immunity or special damage
|
|
for n = 1, #self.immune_to do
|
|
|
|
if self.immune_to[n][1] == weapon:get_name() then
|
|
|
|
damage = self.immune_to[n][2] or 0
|
|
break
|
|
end
|
|
end
|
|
|
|
-- healing
|
|
if damage <= -1 then
|
|
self.health = self.health - floor(damage)
|
|
return
|
|
end
|
|
|
|
if tool_capabilities then
|
|
punch_interval = tool_capabilities.full_punch_interval or 1.4
|
|
end
|
|
|
|
-- add weapon wear manually
|
|
-- Required because we have custom health handling ("health" property)
|
|
if minetest.is_creative_enabled("") ~= true
|
|
and tool_capabilities then
|
|
if tool_capabilities.punch_attack_uses then
|
|
-- Without this delay, the wear does not work. Quite hacky ...
|
|
minetest.after(0, function(name)
|
|
local player = minetest.get_player_by_name(name)
|
|
if not player then return end
|
|
local weapon = hitter:get_wielded_item(player)
|
|
local def = weapon:get_definition()
|
|
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
|
|
local wear = floor(65535/tool_capabilities.punch_attack_uses)
|
|
weapon:add_wear(wear)
|
|
hitter:set_wielded_item(weapon)
|
|
end
|
|
end, hitter:get_player_name())
|
|
end
|
|
end
|
|
|
|
local die = false
|
|
|
|
|
|
if damage >= 0 then
|
|
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
|
|
if damage >= 0.1 then
|
|
-- weapon sounds
|
|
if weapon:get_definition().sounds ~= nil then
|
|
|
|
local s = random(0, #weapon:get_definition().sounds)
|
|
|
|
minetest.sound_play(weapon:get_definition().sounds[s], {
|
|
object = self.object, --hitter,
|
|
max_hear_distance = 8
|
|
}, true)
|
|
else
|
|
minetest.sound_play("default_punch", {
|
|
object = self.object,
|
|
max_hear_distance = 5
|
|
}, true)
|
|
end
|
|
|
|
damage_effect(self, damage)
|
|
|
|
-- do damage
|
|
self.health = self.health - damage
|
|
|
|
-- skip future functions if dead, except alerting others
|
|
if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
|
|
die = true
|
|
end
|
|
end
|
|
-- knock back effect (only on full punch)
|
|
if self.knock_back
|
|
and tflp >= punch_interval then
|
|
-- direction error check
|
|
dir = dir or {x = 0, y = 0, z = 0}
|
|
|
|
local v = self.object:get_velocity()
|
|
if not v then return end
|
|
local r = 1.4 - min(punch_interval, 1.4)
|
|
local kb = r * (abs(v.x)+abs(v.z))
|
|
local up = 2
|
|
|
|
if die==true then
|
|
kb=kb*2
|
|
end
|
|
|
|
-- if already in air then dont go up anymore when hit
|
|
if abs(v.y) > 0.1
|
|
or self.fly then
|
|
up = 0
|
|
end
|
|
|
|
|
|
-- check if tool already has specific knockback value
|
|
if tool_capabilities.damage_groups["knockback"] then
|
|
kb = tool_capabilities.damage_groups["knockback"]
|
|
else
|
|
kb = kb * 1.5
|
|
end
|
|
|
|
|
|
local luaentity
|
|
if hitter then
|
|
luaentity = hitter:get_luaentity()
|
|
end
|
|
if hitter and is_player then
|
|
local wielditem = hitter:get_wielded_item()
|
|
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
|
|
elseif luaentity and luaentity._knockback then
|
|
kb = kb + luaentity._knockback
|
|
end
|
|
self._kb_turn = true
|
|
self._turn_to=self.object:get_yaw()-1.57
|
|
self.frame_speed_multiplier=2.3
|
|
if self.animation.run_end then
|
|
set_animation(self, "run")
|
|
elseif self.animation.walk_end then
|
|
set_animation(self, "walk")
|
|
end
|
|
minetest.after(0.2, function()
|
|
if self and self.object then
|
|
self.frame_speed_multiplier=1
|
|
self._kb_turn = false
|
|
end
|
|
end)
|
|
self.object:add_velocity({
|
|
x = dir.x * kb,
|
|
y = up*2,
|
|
z = dir.z * kb
|
|
})
|
|
|
|
self.pause_timer = 0.25
|
|
end
|
|
end -- END if damage
|
|
|
|
-- if skittish then run away
|
|
if hitter and is_player and hitter:get_pos() and not die and self.runaway == true and self.state ~= "flop" then
|
|
|
|
local yaw = set_yaw(self, minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
|
|
minetest.after(0.2,function()
|
|
if self and self.object and self.object:get_pos() and hitter and is_player and hitter:get_pos() then
|
|
yaw = set_yaw(self, minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
end)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 0
|
|
self.following = nil
|
|
end
|
|
|
|
local name = hitter:get_player_name() or ""
|
|
|
|
-- attack puncher and call other mobs for help
|
|
if self.passive == false
|
|
and self.state ~= "flop"
|
|
and (self.child == false or self.type == "monster")
|
|
and hitter:get_player_name() ~= self.owner
|
|
and not mcl_mobs.invis[ name ] then
|
|
if not die then
|
|
-- attack whoever punched mob
|
|
self.state = ""
|
|
do_attack(self, hitter)
|
|
self._aggro= true
|
|
end
|
|
|
|
-- alert others to the attack
|
|
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
|
|
local obj = nil
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
-- only alert members of same mob or friends
|
|
if obj.group_attack
|
|
and obj.state ~= "attack"
|
|
and obj.owner ~= name then
|
|
if obj.name == self.name then
|
|
do_attack(obj, hitter)
|
|
elseif type(obj.group_attack) == "table" then
|
|
for i=1, #obj.group_attack do
|
|
if obj.name == obj.group_attack[i] then
|
|
obj._aggro = true
|
|
do_attack(obj, hitter)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- have owned mobs attack player threat
|
|
if obj.owner == name and obj.owner_loyal then
|
|
do_attack(obj, self.object)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local mob_detach_child = function(self, child)
|
|
|
|
if self.detach_child then
|
|
if self.detach_child(self, child) then
|
|
return
|
|
end
|
|
end
|
|
if self.driver == child then
|
|
self.driver = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- get entity staticdata
|
|
local mob_staticdata = function(self)
|
|
|
|
for _,p in pairs(minetest.get_connected_players()) do
|
|
remove_particlespawners(p:get_player_name(),self)
|
|
end
|
|
-- remove mob when out of range unless tamed
|
|
if remove_far
|
|
and self.can_despawn
|
|
and self.remove_ok
|
|
and ((not self.nametag) or (self.nametag == ""))
|
|
and self.lifetimer <= 20 then
|
|
if spawn_logging then
|
|
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
|
|
end
|
|
|
|
return "remove"-- nil
|
|
end
|
|
|
|
self.remove_ok = true
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.state = "stand"
|
|
|
|
local tmp = {}
|
|
|
|
for _,stat in pairs(self) do
|
|
|
|
local t = type(stat)
|
|
|
|
if t ~= "function"
|
|
and t ~= "nil"
|
|
and t ~= "userdata"
|
|
and _ ~= "_cmi_components" then
|
|
tmp[_] = self[_]
|
|
end
|
|
end
|
|
|
|
return minetest.serialize(tmp)
|
|
end
|
|
|
|
|
|
-- activate mob and reload settings
|
|
local mob_activate = function(self, staticdata, def, dtime)
|
|
if not self.object:get_pos() or staticdata == "remove" then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
-- remove monsters in peaceful mode
|
|
if self.type == "monster"
|
|
and minetest.settings:get_bool("only_peaceful_mobs", false) then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
-- load entity variables
|
|
local tmp = minetest.deserialize(staticdata)
|
|
|
|
if tmp then
|
|
for _,stat in pairs(tmp) do
|
|
self[_] = stat
|
|
end
|
|
end
|
|
|
|
-- select random texture, set model and size
|
|
if not self.base_texture then
|
|
|
|
-- compatiblity with old simple mobs textures
|
|
if type(def.textures[1]) == "string" then
|
|
def.textures = {def.textures}
|
|
end
|
|
|
|
local c = 1
|
|
if #def.textures > c then c = #def.textures end
|
|
|
|
self.base_texture = def.textures[random(c)]
|
|
self.base_mesh = def.mesh
|
|
self.base_size = self.visual_size
|
|
self.base_colbox = self.collisionbox
|
|
self.base_selbox = self.selectionbox
|
|
end
|
|
|
|
-- for current mobs that dont have this set
|
|
if not self.base_selbox then
|
|
self.base_selbox = self.selectionbox or self.base_colbox
|
|
end
|
|
|
|
-- set texture, model and size
|
|
local textures = self.base_texture
|
|
local mesh = self.base_mesh
|
|
local vis_size = self.base_size
|
|
local colbox = self.base_colbox
|
|
local selbox = self.base_selbox
|
|
|
|
-- specific texture if gotten
|
|
if self.gotten == true
|
|
and def.gotten_texture then
|
|
textures = def.gotten_texture
|
|
end
|
|
|
|
-- specific mesh if gotten
|
|
if self.gotten == true
|
|
and def.gotten_mesh then
|
|
mesh = def.gotten_mesh
|
|
end
|
|
|
|
-- set child objects to half size
|
|
if self.child == true then
|
|
|
|
vis_size = {
|
|
x = self.base_size.x * .5,
|
|
y = self.base_size.y * .5,
|
|
}
|
|
|
|
if def.child_texture then
|
|
textures = def.child_texture[1]
|
|
end
|
|
|
|
colbox = {
|
|
self.base_colbox[1] * .5,
|
|
self.base_colbox[2] * .5,
|
|
self.base_colbox[3] * .5,
|
|
self.base_colbox[4] * .5,
|
|
self.base_colbox[5] * .5,
|
|
self.base_colbox[6] * .5
|
|
}
|
|
selbox = {
|
|
self.base_selbox[1] * .5,
|
|
self.base_selbox[2] * .5,
|
|
self.base_selbox[3] * .5,
|
|
self.base_selbox[4] * .5,
|
|
self.base_selbox[5] * .5,
|
|
self.base_selbox[6] * .5
|
|
}
|
|
end
|
|
|
|
if self.health == 0 then
|
|
self.health = random (self.hp_min, self.hp_max)
|
|
end
|
|
if self.breath == nil then
|
|
self.breath = self.breath_max
|
|
end
|
|
|
|
-- pathfinding init
|
|
self.path = {}
|
|
self.path.way = {} -- path to follow, table of positions
|
|
self.path.lastpos = {x = 0, y = 0, z = 0}
|
|
self.path.stuck = false
|
|
self.path.following = false -- currently following path?
|
|
self.path.stuck_timer = 0 -- if stuck for too long search for path
|
|
|
|
-- Armor groups
|
|
-- immortal=1 because we use custom health
|
|
-- handling (using "health" property)
|
|
local armor
|
|
if type(self.armor) == "table" then
|
|
armor = table.copy(self.armor)
|
|
armor.immortal = 1
|
|
else
|
|
armor = {immortal=1, fleshy = self.armor}
|
|
end
|
|
self.object:set_armor_groups(armor)
|
|
self.old_y = self.object:get_pos().y
|
|
self.old_health = self.health
|
|
self.sounds.distance = self.sounds.distance or 10
|
|
self.textures = textures
|
|
self.mesh = mesh
|
|
self.collisionbox = colbox
|
|
self.selectionbox = selbox
|
|
self.visual_size = vis_size
|
|
self.standing_in = "ignore"
|
|
self.standing_on = "ignore"
|
|
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
|
|
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
|
|
|
|
self.texture_mods = {}
|
|
self.object:set_texture_mod("")
|
|
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.blinkstatus = false
|
|
|
|
-- check existing nametag
|
|
if not self.nametag then
|
|
self.nametag = def.nametag
|
|
end
|
|
if not self.custom_visual_size then
|
|
-- Remove saved visual_size on old existing entites.
|
|
self.visual_size = nil
|
|
self.base_size = self.visual_size
|
|
if self.child then
|
|
self.visual_size = {
|
|
x = self.visual_size.x * 0.5,
|
|
y = self.visual_size.y * 0.5,
|
|
}
|
|
end
|
|
end
|
|
|
|
-- set anything changed above
|
|
self.object:set_properties(self)
|
|
set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
|
|
update_tag(self)
|
|
self._current_animation = nil
|
|
set_animation(self, "stand")
|
|
|
|
-- run on_spawn function if found
|
|
if self.on_spawn and not self.on_spawn_run then
|
|
if self.on_spawn(self) then
|
|
self.on_spawn_run = true -- if true, set flag to run once only
|
|
end
|
|
end
|
|
|
|
if not self.wears_armor and self.armor_list then
|
|
self.armor_list = nil
|
|
end
|
|
|
|
if not self._run_armor_init and self.wears_armor then
|
|
self.armor_list={helmet="",chestplate="",boots="",leggings=""}
|
|
set_armor_texture(self)
|
|
self._run_armor_init = true
|
|
end
|
|
|
|
|
|
-- run after_activate
|
|
if def.after_activate then
|
|
|
|
def.after_activate(self, staticdata, def, dtime)
|
|
end
|
|
end
|
|
|
|
local function check_aggro(self,dtime)
|
|
if not self._aggro or not self.attack then return end
|
|
if not self._check_aggro_timer or self._check_aggro_timer > 5 then
|
|
self._check_aggro_timer = 0
|
|
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
|
|
self._aggro = nil
|
|
self.attack = nil
|
|
self.state = "stand"
|
|
end
|
|
end
|
|
self._check_aggro_timer = self._check_aggro_timer + dtime
|
|
end
|
|
|
|
-- main mob function
|
|
local mob_step = function(self, dtime)
|
|
self.lifetimer = self.lifetimer - dtime
|
|
|
|
local pos = self.object:get_pos()
|
|
-- Despawning: when lifetimer expires, remove mob
|
|
if remove_far
|
|
and self.can_despawn == true
|
|
and ((not self.nametag) or (self.nametag == ""))
|
|
and self.state ~= "attack"
|
|
and self.following == nil then
|
|
if self.despawn_immediately or self.lifetimer <= 0 then
|
|
if spawn_logging then
|
|
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
|
|
end
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
elseif self.lifetimer <= 10 then
|
|
if random(10) < 4 then
|
|
self.despawn_immediately = true
|
|
else
|
|
self.lifetimer = 20
|
|
end
|
|
end
|
|
end
|
|
|
|
local v = self.object:get_velocity()
|
|
local d = 0.85
|
|
|
|
if (self.state and self.state=="die" or check_for_death(self)) and not self.animation.die_end then
|
|
d = 0.92
|
|
local rot = self.object:get_rotation()
|
|
rot.z = ((pi/2-rot.z)*.2)+rot.z
|
|
self.object:set_rotation(rot)
|
|
end
|
|
|
|
if not player_in_active_range(self) then
|
|
set_animation(self, "stand", true)
|
|
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
|
|
local acc = self.object:get_acceleration()
|
|
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
|
|
falling(self, pos)
|
|
end
|
|
return
|
|
end
|
|
|
|
if v then
|
|
--diffuse object velocity
|
|
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
|
|
end
|
|
|
|
check_item_pickup(self)
|
|
check_aggro(self,dtime)
|
|
particlespawner_check(self,dtime)
|
|
if not self.fire_resistant then
|
|
mcl_burning.tick(self.object, dtime, self)
|
|
-- mcl_burning.tick may remove object immediately
|
|
if not self.object:get_pos() then return end
|
|
end
|
|
|
|
local yaw = 0
|
|
|
|
if mobs_debug then
|
|
update_tag(self)
|
|
end
|
|
|
|
if self.state == "die" then
|
|
return
|
|
end
|
|
|
|
if self.jump_sound_cooloff > 0 then
|
|
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
|
|
end
|
|
if self.opinion_sound_cooloff > 0 then
|
|
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
|
end
|
|
if falling(self, pos) then
|
|
-- Return if mob died after falling
|
|
return
|
|
end
|
|
|
|
--Mob following code.
|
|
follow_flop(self)
|
|
|
|
--set animation speed relitive to velocity
|
|
local v = self.object:get_velocity()
|
|
if v then
|
|
if self.frame_speed_multiplier then
|
|
local v2 = abs(v.x)+abs(v.z)*.833
|
|
if not self.animation.walk_speed then
|
|
self.animation.walk_speed = 25
|
|
end
|
|
if abs(v.x)+abs(v.z) > 0.5 then
|
|
self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
|
|
else
|
|
self.object:set_animation_frame_speed(25)
|
|
end
|
|
end
|
|
|
|
--set_speed
|
|
if self.acc then
|
|
self.object:add_velocity(self.acc)
|
|
end
|
|
end
|
|
|
|
|
|
-- smooth rotation by ThomasMonroe314
|
|
if self._turn_to then
|
|
set_yaw(self, self._turn_to, .1)
|
|
end
|
|
|
|
if self.delay and self.delay > 0 then
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if self.delay == 1 then
|
|
yaw = self.target_yaw
|
|
else
|
|
local dif = abs(yaw - self.target_yaw)
|
|
|
|
if yaw > self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif -- need to add
|
|
yaw = yaw + dif / self.delay
|
|
else
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
end
|
|
|
|
elseif yaw < self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
|
|
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (pi * 2) end
|
|
end
|
|
|
|
self.delay = self.delay - 1
|
|
if self.shaking then
|
|
yaw = yaw + (random() * 2 - 1) * 5 * dtime
|
|
end
|
|
self.object:set_yaw(yaw)
|
|
update_roll(self)
|
|
end
|
|
|
|
-- end rotation
|
|
|
|
if self.head_swivel and type(self.head_swivel) == "string" then
|
|
local final_rotation = vector.new(0,0,0)
|
|
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
|
|
|
|
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
|
|
if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
|
|
if not self._locked_object then
|
|
if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
|
|
self._locked_object = obj
|
|
end
|
|
else
|
|
if math.random(10000/self.curiosity) == 1 then
|
|
self._locked_object = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.attack or self.following then
|
|
self._locked_object = self.attack or self.following
|
|
end
|
|
|
|
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
|
|
local _locked_object_eye_height = 1.5
|
|
if self._locked_object:get_luaentity() then
|
|
_locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height
|
|
end
|
|
if self._locked_object:is_player() then
|
|
_locked_object_eye_height = self._locked_object:get_properties().eye_height
|
|
end
|
|
if _locked_object_eye_height then
|
|
local self_rot = self.object:get_rotation()
|
|
if self.object:get_attach() then
|
|
self_rot = self.object:get_attach():get_rotation()
|
|
end
|
|
if self.rot then
|
|
local player_pos = self._locked_object:get_pos()
|
|
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
|
|
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
|
|
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
|
|
|
|
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
|
|
final_rotation = vector.multiply(oldr, 0.9)
|
|
elseif self.attack and self.state == "attack" and not self.runaway then
|
|
if self.head_yaw == "y" then
|
|
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
|
|
elseif self.head_yaw == "z" then
|
|
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
|
|
end
|
|
|
|
else
|
|
|
|
if self.head_yaw == "y" then
|
|
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
|
|
elseif self.head_yaw == "z" then
|
|
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
|
|
final_rotation = vector.multiply(oldr, 0.9)
|
|
else
|
|
final_rotation = vector.new(0,0,0)
|
|
end
|
|
|
|
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
|
|
|
|
end
|
|
|
|
|
|
-- run custom function (defined in mob lua file)
|
|
if self.do_custom then
|
|
|
|
-- when false skip going any further
|
|
if self.do_custom(self, dtime) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- knockback timer
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
return
|
|
end
|
|
|
|
-- attack timer
|
|
self.timer = self.timer + dtime
|
|
|
|
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
|
if self.timer < 1 then
|
|
return
|
|
end
|
|
|
|
self.timer = 0
|
|
end
|
|
|
|
-- never go over 100
|
|
if self.timer > 100 then
|
|
self.timer = 1
|
|
end
|
|
|
|
-- mob plays random sound at times
|
|
if random(1, 70) == 1 then
|
|
mob_sound(self, "random", true)
|
|
end
|
|
|
|
-- environmental damage timer (every 1 second)
|
|
self.env_damage_timer = self.env_damage_timer + dtime
|
|
|
|
if (self.state == "attack" and self.env_damage_timer > 1)
|
|
or self.state ~= "attack" then
|
|
check_entity_cramming(self)
|
|
self.env_damage_timer = 0
|
|
|
|
-- check for environmental damage (water, fire, lava etc.)
|
|
if do_env_damage(self) then
|
|
return
|
|
end
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
replace(self, pos)
|
|
end
|
|
|
|
monster_attack(self)
|
|
|
|
npc_attack(self)
|
|
|
|
breed(self)
|
|
|
|
if do_states(self, dtime) then
|
|
return
|
|
end
|
|
|
|
if not self.object:get_luaentity() then
|
|
return false
|
|
end
|
|
|
|
do_jump(self)
|
|
|
|
set_armor_texture(self)
|
|
|
|
runaway_from(self)
|
|
|
|
if is_at_water_danger(self) and self.state ~= "attack" then
|
|
if random(1, 10) <= 6 then
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
else
|
|
if self.move_in_group ~= false then
|
|
check_herd(self,dtime)
|
|
end
|
|
end
|
|
|
|
-- 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
|
|
enable_physics(self.object, self, true)
|
|
return
|
|
end
|
|
|
|
if is_at_cliff_or_danger(self) then
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
end
|
|
end
|
|
|
|
|
|
-- default function when mobs are blown up with TNT
|
|
local do_tnt = function(obj, damage)
|
|
|
|
obj.object:punch(obj.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, nil)
|
|
|
|
return false, true, {}
|
|
end
|
|
|
|
|
|
mcl_mobs.spawning_mobs = {}
|
|
|
|
-- Code to execute before custom on_rightclick handling
|
|
local on_rightclick_prefix = function(self, clicker)
|
|
local item = clicker:get_wielded_item()
|
|
|
|
-- Name mob with nametag
|
|
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
|
|
|
|
local tag = item:get_meta():get_string("name")
|
|
if tag ~= "" then
|
|
if string.len(tag) > MAX_MOB_NAME_LENGTH then
|
|
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
|
|
end
|
|
self.nametag = tag
|
|
|
|
update_tag(self)
|
|
|
|
if not minetest.is_creative_enabled(clicker:get_player_name()) then
|
|
item:take_item()
|
|
clicker:set_wielded_item(item)
|
|
end
|
|
return true
|
|
end
|
|
|
|
end
|
|
return false
|
|
end
|
|
|
|
local create_mob_on_rightclick = function(on_rightclick)
|
|
return function(self, clicker)
|
|
local stop = on_rightclick_prefix(self, clicker)
|
|
if (not stop) and (on_rightclick) then
|
|
on_rightclick(self, clicker)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- register mob entity
|
|
function mcl_mobs:register_mob(name, def)
|
|
|
|
mcl_mobs.spawning_mobs[name] = true
|
|
|
|
local can_despawn
|
|
if def.can_despawn ~= nil then
|
|
can_despawn = def.can_despawn
|
|
elseif def.spawn_class == "passive" then
|
|
can_despawn = false
|
|
else
|
|
can_despawn = true
|
|
end
|
|
|
|
local function scale_difficulty(value, default, min, special)
|
|
if (not value) or (value == default) or (value == special) then
|
|
return default
|
|
else
|
|
return max(min, value * difficulty)
|
|
end
|
|
end
|
|
|
|
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
|
|
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
|
|
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
|
|
-- FIXME: Remove workaround if it's no longer needed.
|
|
if collisionbox[5] < 0.79 then
|
|
collisionbox[5] = 0.79
|
|
end
|
|
|
|
minetest.register_entity(name, {
|
|
|
|
use_texture_alpha = def.use_texture_alpha,
|
|
head_swivel = def.head_swivel or nil, -- bool to activate this function
|
|
head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones
|
|
head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
|
|
bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
|
|
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
|
|
curiosity = def.curiosity or 1, -- how often mob will look at player on idle
|
|
head_yaw = def.head_yaw or "y", -- axis to rotate head on
|
|
horrizonatal_head_height = def.horrizonatal_head_height or 0,
|
|
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
|
|
stepheight = def.stepheight or 0.6,
|
|
name = name,
|
|
description = def.description,
|
|
type = def.type,
|
|
attack_type = def.attack_type,
|
|
fly = def.fly,
|
|
fly_in = def.fly_in or {"air", "__airlike"},
|
|
owner = def.owner or "",
|
|
order = def.order or "",
|
|
on_die = def.on_die,
|
|
spawn_small_alternative = def.spawn_small_alternative,
|
|
do_custom = def.do_custom,
|
|
detach_child = def.detach_child,
|
|
jump_height = def.jump_height or 4, -- was 6
|
|
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
|
|
lifetimer = def.lifetimer or 57.73,
|
|
hp_min = scale_difficulty(def.hp_min, 5, 1),
|
|
hp_max = scale_difficulty(def.hp_max, 10, 1),
|
|
xp_min = def.xp_min or 0,
|
|
xp_max = def.xp_max or 0,
|
|
xp_timestamp = 0,
|
|
breath_max = def.breath_max or 15,
|
|
breathes_in_water = def.breathes_in_water or false,
|
|
physical = true,
|
|
collisionbox = collisionbox,
|
|
selectionbox = def.selectionbox or def.collisionbox,
|
|
visual = def.visual,
|
|
visual_size = def.visual_size or {x = 1, y = 1},
|
|
mesh = def.mesh,
|
|
makes_footstep_sound = def.makes_footstep_sound or false,
|
|
view_range = def.view_range or 16,
|
|
walk_velocity = def.walk_velocity or 1,
|
|
run_velocity = def.run_velocity or 2,
|
|
damage = scale_difficulty(def.damage, 0, 0),
|
|
light_damage = def.light_damage or 0,
|
|
sunlight_damage = def.sunlight_damage or 0,
|
|
water_damage = def.water_damage or 0,
|
|
lava_damage = def.lava_damage or 8,
|
|
fire_damage = def.fire_damage or 1,
|
|
suffocation = def.suffocation or true,
|
|
fall_damage = def.fall_damage or 1,
|
|
fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
|
|
drops = def.drops or {},
|
|
armor = def.armor or 100,
|
|
on_rightclick = create_mob_on_rightclick(def.on_rightclick),
|
|
arrow = def.arrow,
|
|
shoot_interval = def.shoot_interval,
|
|
sounds = def.sounds or {},
|
|
animation = def.animation or {},
|
|
follow = def.follow,
|
|
nofollow = def.nofollow,
|
|
can_open_doors = def.can_open_doors,
|
|
jump = def.jump ~= false,
|
|
automatic_face_movement_max_rotation_per_sec = 300,
|
|
walk_chance = def.walk_chance or 50,
|
|
attacks_monsters = def.attacks_monsters or false,
|
|
group_attack = def.group_attack or false,
|
|
passive = def.passive or false,
|
|
knock_back = def.knock_back ~= false,
|
|
shoot_offset = def.shoot_offset or 0,
|
|
floats = def.floats or 1, -- floats in water by default
|
|
floats_on_lava = def.floats_on_lava or 0,
|
|
replace_rate = def.replace_rate,
|
|
replace_what = def.replace_what,
|
|
replace_with = def.replace_with,
|
|
replace_offset = def.replace_offset or 0,
|
|
on_replace = def.on_replace,
|
|
timer = 0,
|
|
env_damage_timer = 0,
|
|
tamed = false,
|
|
pause_timer = 0,
|
|
horny = false,
|
|
hornytimer = 0,
|
|
gotten = false,
|
|
health = 0,
|
|
frame_speed_multiplier = 1,
|
|
reach = def.reach or 3,
|
|
htimer = 0,
|
|
texture_list = def.textures,
|
|
child_texture = def.child_texture,
|
|
docile_by_day = def.docile_by_day or false,
|
|
time_of_day = 0.5,
|
|
fear_height = def.fear_height or 0,
|
|
runaway = def.runaway,
|
|
runaway_timer = 0,
|
|
pathfinding = def.pathfinding,
|
|
immune_to = def.immune_to or {},
|
|
explosion_radius = def.explosion_radius, -- LEGACY
|
|
explosion_damage_radius = def.explosion_damage_radius, -- LEGACY
|
|
explosiontimer_reset_radius = def.explosiontimer_reset_radius,
|
|
explosion_timer = def.explosion_timer or 3,
|
|
allow_fuse_reset = def.allow_fuse_reset ~= false,
|
|
stop_to_explode = def.stop_to_explode ~= false,
|
|
custom_attack = def.custom_attack,
|
|
double_melee_attack = def.double_melee_attack,
|
|
dogshoot_switch = def.dogshoot_switch,
|
|
dogshoot_count = 0,
|
|
dogshoot_count_max = def.dogshoot_count_max or 5,
|
|
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
|
|
attack_animals = def.attack_animals or false,
|
|
attack_npcs = def.attack_npcs or false,
|
|
specific_attack = def.specific_attack,
|
|
runaway_from = def.runaway_from,
|
|
owner_loyal = def.owner_loyal,
|
|
facing_fence = false,
|
|
is_mob = true,
|
|
pushable = def.pushable or true,
|
|
|
|
|
|
-- MCL2 extensions
|
|
shooter_avoid_enemy = def.shooter_avoid_enemy,
|
|
strafes = def.strafes,
|
|
avoid_distance = def.avoid_distance or 9,
|
|
teleport = teleport,
|
|
do_teleport = def.do_teleport,
|
|
spawn_class = def.spawn_class,
|
|
can_spawn = def.can_spawn,
|
|
ignores_nametag = def.ignores_nametag or false,
|
|
rain_damage = def.rain_damage or 0,
|
|
glow = def.glow,
|
|
can_despawn = can_despawn,
|
|
child = def.child or false,
|
|
texture_mods = {},
|
|
shoot_arrow = def.shoot_arrow,
|
|
sounds_child = def.sounds_child,
|
|
_child_animations = def.child_animations,
|
|
pick_up = def.pick_up,
|
|
explosion_strength = def.explosion_strength,
|
|
suffocation_timer = 0,
|
|
follow_velocity = def.follow_velocity or 2.4,
|
|
instant_death = def.instant_death or false,
|
|
fire_resistant = def.fire_resistant or false,
|
|
fire_damage_resistant = def.fire_damage_resistant or false,
|
|
ignited_by_sunlight = def.ignited_by_sunlight or false,
|
|
spawn_in_group = def.spawn_in_group,
|
|
spawn_in_group_min = def.spawn_in_group_min,
|
|
noyaw = def.noyaw or false,
|
|
particlespawners = def.particlespawners,
|
|
-- End of MCL2 extensions
|
|
|
|
on_spawn = def.on_spawn,
|
|
|
|
on_blast = def.on_blast or do_tnt,
|
|
|
|
on_step = mob_step,
|
|
|
|
do_punch = def.do_punch,
|
|
|
|
on_punch = mob_punch,
|
|
|
|
on_breed = def.on_breed,
|
|
|
|
on_grown = def.on_grown,
|
|
|
|
on_pick_up = def.on_pick_up,
|
|
|
|
on_detach_child = mob_detach_child,
|
|
|
|
on_activate = function(self, staticdata, dtime)
|
|
--this is a temporary hack so mobs stop
|
|
--glitching and acting really weird with the
|
|
--default built in engine collision detection
|
|
self.is_mob = true
|
|
self.object:set_properties({
|
|
collide_with_objects = false,
|
|
})
|
|
|
|
return mob_activate(self, staticdata, def, dtime)
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
return mob_staticdata(self)
|
|
end,
|
|
|
|
harmed_by_heal = def.harmed_by_heal,
|
|
|
|
on_lightning_strike = def.on_lightning_strike
|
|
})
|
|
|
|
if minetest.get_modpath("doc_identifier") ~= nil then
|
|
doc.sub.identifier.register_object(name, "basics", "mobs")
|
|
end
|
|
|
|
end -- END mcl_mobs:register_mob function
|
|
|
|
|
|
-- register arrow for shoot attack
|
|
function mcl_mobs:register_arrow(name, def)
|
|
|
|
if not name or not def then return end -- errorcheck
|
|
|
|
minetest.register_entity(name, {
|
|
|
|
physical = false,
|
|
visual = def.visual,
|
|
visual_size = def.visual_size,
|
|
textures = def.textures,
|
|
velocity = def.velocity,
|
|
hit_player = def.hit_player,
|
|
hit_node = def.hit_node,
|
|
hit_mob = def.hit_mob,
|
|
hit_object = def.hit_object,
|
|
drop = def.drop or false, -- drops arrow as registered item when true
|
|
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
|
|
timer = 0,
|
|
switch = 0,
|
|
owner_id = def.owner_id,
|
|
rotate = def.rotate,
|
|
on_punch = function(self)
|
|
local vel = self.object:get_velocity()
|
|
self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
|
|
end,
|
|
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},
|
|
automatic_face_movement_dir = def.rotate
|
|
and (def.rotate - (pi / 180)) or false,
|
|
|
|
on_activate = def.on_activate,
|
|
|
|
on_step = def.on_step or function(self, dtime)
|
|
|
|
self.timer = self.timer + 1
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if self.switch == 0
|
|
or self.timer > 150
|
|
or not within_limits(pos, 0) then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove();
|
|
|
|
return
|
|
end
|
|
|
|
-- does arrow have a tail (fireball)
|
|
if def.tail
|
|
and def.tail == 1
|
|
and def.tail_texture then
|
|
|
|
minetest.add_particle({
|
|
pos = pos,
|
|
velocity = {x = 0, y = 0, z = 0},
|
|
acceleration = {x = 0, y = 0, z = 0},
|
|
expirationtime = def.expire or 0.25,
|
|
collisiondetection = false,
|
|
texture = def.tail_texture,
|
|
size = def.tail_size or 5,
|
|
glow = def.glow or 0,
|
|
})
|
|
end
|
|
|
|
if self.hit_node then
|
|
|
|
local node = node_ok(pos).name
|
|
|
|
if minetest.registered_nodes[node].walkable then
|
|
|
|
self.hit_node(self, pos, node)
|
|
|
|
if self.drop == true then
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
self.lastpos = (self.lastpos or pos)
|
|
|
|
minetest.add_item(self.lastpos, self.object:get_luaentity().name)
|
|
end
|
|
|
|
self.object:remove();
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
if self.hit_player or self.hit_mob or self.hit_object then
|
|
|
|
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
|
|
|
|
if self.hit_player
|
|
and player:is_player() then
|
|
|
|
self.hit_player(self, player)
|
|
self.object:remove();
|
|
return
|
|
end
|
|
|
|
local entity = player:get_luaentity()
|
|
|
|
if entity
|
|
and self.hit_mob
|
|
and entity.is_mob == true
|
|
and tostring(player) ~= self.owner_id
|
|
and entity.name ~= self.object:get_luaentity().name then
|
|
self.hit_mob(self, player)
|
|
self.object:remove();
|
|
return
|
|
end
|
|
|
|
if entity
|
|
and self.hit_object
|
|
and (not entity.is_mob)
|
|
and tostring(player) ~= self.owner_id
|
|
and entity.name ~= self.object:get_luaentity().name then
|
|
self.hit_object(self, player)
|
|
self.object:remove();
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
self.lastpos = pos
|
|
end
|
|
})
|
|
end
|
|
|
|
|
|
-- no damage to nodes explosion
|
|
function mcl_mobs:safe_boom(self, pos, strength)
|
|
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds and self.sounds.distance or 32
|
|
}, true)
|
|
local radius = strength
|
|
entity_physics(pos, radius)
|
|
effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
|
|
end
|
|
|
|
|
|
-- make explosion with protection and tnt mod check
|
|
function mcl_mobs:boom(self, pos, strength, fire)
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
|
|
else
|
|
mcl_mobs:safe_boom(self, pos, strength)
|
|
end
|
|
|
|
-- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!!
|
|
self.object:remove()
|
|
end
|
|
|
|
|
|
-- Register spawn eggs
|
|
|
|
-- Note: This also introduces the “spawn_egg” group:
|
|
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
|
|
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
|
|
function mcl_mobs:register_egg(mob, desc, background_color, overlay_color, addegg, no_creative)
|
|
|
|
local grp = {spawn_egg = 1}
|
|
|
|
-- do NOT add this egg to creative inventory (e.g. dungeon master)
|
|
if no_creative == true then
|
|
grp.not_in_creative_inventory = 1
|
|
end
|
|
|
|
local invimg = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")"
|
|
if old_spawn_icons then
|
|
local mobname = mob:gsub("mobs_mc:","")
|
|
local fn = "mobs_mc_spawn_icon_"..mobname..".png"
|
|
if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then
|
|
invimg = fn
|
|
end
|
|
end
|
|
if addegg == 1 then
|
|
invimg = "mobs_chicken_egg.png^(" .. invimg ..
|
|
"^[mask:mobs_chicken_egg_overlay.png)"
|
|
end
|
|
|
|
-- register old stackable mob egg
|
|
minetest.register_craftitem(mob, {
|
|
|
|
description = desc,
|
|
inventory_image = invimg,
|
|
groups = grp,
|
|
|
|
_doc_items_longdesc = S("This allows you to place a single mob."),
|
|
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
-- am I clicking on something with existing on_rightclick function?
|
|
local under = minetest.get_node(pointed_thing.under)
|
|
local def = minetest.registered_nodes[under.name]
|
|
if def and def.on_rightclick then
|
|
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
|
|
end
|
|
|
|
if pos
|
|
and within_limits(pos, 0)
|
|
and not minetest.is_protected(pos, placer:get_player_name()) then
|
|
|
|
local name = placer:get_player_name()
|
|
local privs = minetest.get_player_privs(name)
|
|
if under.name == "mcl_mobspawners:spawner" then
|
|
if minetest.is_protected(pointed_thing.under, name) then
|
|
minetest.record_protection_violation(pointed_thing.under, name)
|
|
return itemstack
|
|
end
|
|
if not privs.maphack then
|
|
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
|
|
return itemstack
|
|
end
|
|
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
|
|
if not minetest.is_creative_enabled(name) then
|
|
itemstack:take_item()
|
|
end
|
|
return itemstack
|
|
end
|
|
|
|
if not minetest.registered_entities[mob] then
|
|
return itemstack
|
|
end
|
|
|
|
if minetest.settings:get_bool("only_peaceful_mobs", false)
|
|
and minetest.registered_entities[mob].type == "monster" then
|
|
minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
|
|
return itemstack
|
|
end
|
|
|
|
pos.y = pos.y - 0.5
|
|
|
|
local mob = minetest.add_entity(pos, mob)
|
|
local entityname = itemstack:get_name()
|
|
minetest.log("action", "Player " ..name.." spawned "..entityname.." at "..minetest.pos_to_string(pos))
|
|
local ent = mob:get_luaentity()
|
|
|
|
-- don't set owner if monster or sneak pressed
|
|
if ent.type ~= "monster"
|
|
and not placer:get_player_control().sneak then
|
|
ent.owner = placer:get_player_name()
|
|
ent.tamed = true
|
|
end
|
|
|
|
-- set nametag
|
|
local nametag = itemstack:get_meta():get_string("name")
|
|
if nametag ~= "" then
|
|
if string.len(nametag) > MAX_MOB_NAME_LENGTH then
|
|
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
|
|
end
|
|
ent.nametag = nametag
|
|
update_tag(ent)
|
|
end
|
|
|
|
-- if not in creative then take item
|
|
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
|
itemstack:take_item()
|
|
end
|
|
end
|
|
|
|
return itemstack
|
|
end,
|
|
})
|
|
|
|
end
|
|
|
|
|
|
-- No-op in MCL2 (capturing mobs is not possible).
|
|
-- Provided for compability with Mobs Redo
|
|
function mcl_mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
|
return false
|
|
end
|
|
|
|
|
|
-- No-op in MCL2 (protecting mobs is not possible).
|
|
function mcl_mobs:protect(self, clicker)
|
|
return false
|
|
end
|
|
|
|
|
|
-- feeding, taming and breeding (thanks blert2112)
|
|
function mcl_mobs:feed_tame(self, clicker, feed_count, breed, tame, notake)
|
|
if not self.follow then
|
|
return false
|
|
end
|
|
-- can eat/tame with item in hand
|
|
if self.nofollow or follow_holding(self, clicker) then
|
|
local consume_food = false
|
|
|
|
-- tame if not still a baby
|
|
|
|
if tame and not self.child then
|
|
if not self.owner or self.owner == "" then
|
|
self.tamed = true
|
|
self.owner = clicker:get_player_name()
|
|
consume_food = true
|
|
end
|
|
end
|
|
|
|
-- increase health
|
|
|
|
if self.health < self.hp_max and not consume_food then
|
|
consume_food = true
|
|
self.health = min(self.health + 4, self.hp_max)
|
|
|
|
if self.htimer < 1 then
|
|
self.htimer = 5
|
|
end
|
|
self.object:set_hp(self.health)
|
|
end
|
|
|
|
-- make children grow quicker
|
|
|
|
if not consume_food and self.child == true then
|
|
consume_food = true
|
|
-- deduct 10% of the time to adulthood
|
|
self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1)
|
|
end
|
|
|
|
-- breed animals
|
|
|
|
if breed and not consume_food and self.hornytimer == 0 and not self.horny then
|
|
self.food = (self.food or 0) + 1
|
|
consume_food = true
|
|
if self.food >= feed_count then
|
|
self.food = 0
|
|
self.horny = true
|
|
end
|
|
end
|
|
|
|
update_tag(self)
|
|
-- play a sound if the animal used the item and take the item if not in creative
|
|
if consume_food then
|
|
-- don't consume food if clicker is in creative
|
|
if not minetest.is_creative_enabled(clicker:get_player_name()) and not notake then
|
|
local item = clicker:get_wielded_item()
|
|
item:take_item()
|
|
clicker:set_wielded_item(item)
|
|
end
|
|
-- always play the eat sound if food is used, even in creative
|
|
mob_sound(self, "eat", nil, true)
|
|
|
|
else
|
|
-- make sound when the mob doesn't want food
|
|
mob_sound(self, "random", true)
|
|
end
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
-- Spawn a child
|
|
function mcl_mobs:spawn_child(pos, mob_type)
|
|
local child = minetest.add_entity(pos, mob_type)
|
|
if not child then
|
|
return
|
|
end
|
|
|
|
local ent = child:get_luaentity()
|
|
effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5)
|
|
|
|
ent.child = true
|
|
|
|
local textures
|
|
-- using specific child texture (if found)
|
|
if ent.child_texture then
|
|
textures = ent.child_texture[1]
|
|
end
|
|
|
|
-- and resize to half height
|
|
child:set_properties({
|
|
textures = textures,
|
|
visual_size = {
|
|
x = ent.base_size.x * .5,
|
|
y = ent.base_size.y * .5,
|
|
},
|
|
collisionbox = {
|
|
ent.base_colbox[1] * .5,
|
|
ent.base_colbox[2] * .5,
|
|
ent.base_colbox[3] * .5,
|
|
ent.base_colbox[4] * .5,
|
|
ent.base_colbox[5] * .5,
|
|
ent.base_colbox[6] * .5,
|
|
},
|
|
selectionbox = {
|
|
ent.base_selbox[1] * .5,
|
|
ent.base_selbox[2] * .5,
|
|
ent.base_selbox[3] * .5,
|
|
ent.base_selbox[4] * .5,
|
|
ent.base_selbox[5] * .5,
|
|
ent.base_selbox[6] * .5,
|
|
},
|
|
})
|
|
|
|
ent.animation = ent._child_animations
|
|
ent._current_animation = nil
|
|
set_animation(ent, "stand")
|
|
|
|
return child
|
|
end
|
|
|
|
local timer = 0
|
|
minetest.register_globalstep(function(dtime)
|
|
timer = timer + dtime
|
|
if timer < 1 then return end
|
|
for _, player in pairs(minetest.get_connected_players()) do
|
|
local pos = player:get_pos()
|
|
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
|
|
local lua = obj:get_luaentity()
|
|
if lua and lua.is_mob then
|
|
lua.lifetimer = max(20, lua.lifetimer)
|
|
lua.despawn_immediately = false
|
|
end
|
|
end
|
|
end
|
|
timer = 0
|
|
end)
|