mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-27 13:01:06 +01:00
3151 lines
No EOL
72 KiB
Lua
3151 lines
No EOL
72 KiB
Lua
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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----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=-9.81,z=0})
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end
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end
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--[[
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < 1 then return end
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for _, player in pairs(minetest.get_connected_players()) do
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local pos = player:get_pos()
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for _, obj in pairs(minetest_get_objects_inside_radius(pos, 47)) do
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local lua = obj:get_luaentity()
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if lua and lua._cmi_is_mob then
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lua.lifetimer = math.max(20, lua.lifetimer)
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lua.despawn_immediately = false
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end
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end
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end
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timer = 0
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end)
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]]--
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-- compatibility function for old entities to new modpack entities
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function mobs:alias_mob(old_name, new_name)
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-- spawn egg
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minetest.register_alias(old_name, new_name)
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-- entity
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minetest.register_entity(":" .. old_name, {
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physical = false,
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on_step = function(self)
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if minetest_registered_entities[new_name] then
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minetest_add_entity(self.object:get_pos(), new_name)
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end
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self.object:remove()
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end
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})
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end
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-- Spawn a child
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function mobs:spawn_child(pos, mob_type)
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local child = minetest_add_entity(pos, mob_type)
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if not child then
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return
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end
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local ent = child:get_luaentity()
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effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5)
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ent.child = true
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local textures
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-- using specific child texture (if found)
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if ent.child_texture then
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textures = ent.child_texture[1]
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end
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-- and resize to half height
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child:set_properties({
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textures = textures,
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visual_size = {
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x = ent.base_size.x * .5,
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y = ent.base_size.y * .5,
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},
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collisionbox = {
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ent.base_colbox[1] * .5,
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ent.base_colbox[2] * .5,
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ent.base_colbox[3] * .5,
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ent.base_colbox[4] * .5,
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ent.base_colbox[5] * .5,
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ent.base_colbox[6] * .5,
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},
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selectionbox = {
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ent.base_selbox[1] * .5,
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ent.base_selbox[2] * .5,
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ent.base_selbox[3] * .5,
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ent.base_selbox[4] * .5,
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ent.base_selbox[5] * .5,
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ent.base_selbox[6] * .5,
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},
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})
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return child
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end
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-- No-op in MCL2 (capturing mobs is not possible).
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-- Provided for compability with Mobs Redo
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function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
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return false
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end
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-- No-op in MCL2 (protecting mobs is not possible).
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function mobs:protect(self, clicker)
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return false
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end
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-- feeding, taming and breeding (thanks blert2112)
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function mobs:feed_tame(self, clicker, feed_count, breed, tame)
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if not self.follow then
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return false
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end
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-- can eat/tame with item in hand
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if follow_holding(self, clicker) then
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-- if not in creative then take item
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if not mobs.is_creative(clicker:get_player_name()) then
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local item = clicker:get_wielded_item()
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item:take_item()
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clicker:set_wielded_item(item)
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end
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mob_sound(self, "eat", nil, true)
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-- increase health
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self.health = self.health + 4
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if self.health >= self.hp_max then
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self.health = self.hp_max
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if self.htimer < 1 then
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self.htimer = 5
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end
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end
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self.object:set_hp(self.health)
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update_tag(self)
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-- make children grow quicker
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if self.child == true then
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-- deduct 10% of the time to adulthood
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self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1)
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return true
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end
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-- feed and tame
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self.food = (self.food or 0) + 1
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if self.food >= feed_count then
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self.food = 0
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if breed and self.hornytimer == 0 then
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self.horny = true
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end
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if tame then
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self.tamed = true
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if not self.owner or self.owner == "" then
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self.owner = clicker:get_player_name()
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end
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end
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-- make sound when fed so many times
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mob_sound(self, "random", true)
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end
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return true
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end
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return false
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end
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-- no damage to nodes explosion
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function mobs:safe_boom(self, pos, strength)
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minetest_sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds and self.sounds.distance or 32
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}, true)
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local radius = strength
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entity_physics(pos, radius)
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effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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end
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-- make explosion with protection and tnt mod check
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function mobs:boom(self, pos, strength, fire)
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self.object:remove()
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if mod_explosions then
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if mobs_griefing and not minetest_is_protected(pos, "") then
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mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
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else
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mobs:safe_boom(self, pos, strength)
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end
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else
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mobs:safe_boom(self, pos, strength)
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end
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end
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-- falling and fall damage
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-- returns true if mob died
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local falling = function(self, pos)
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if self.fly and self.state ~= "die" then
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return
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end
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if mcl_portals ~= nil then
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if mcl_portals.nether_portal_cooloff(self.object) then
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return false -- mob has teleported through Nether portal - it's 99% not falling
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end
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end
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-- floating in water (or falling)
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local v = self.object:get_velocity()
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if v.y > 0 then
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-- apply gravity when moving up
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self.object:set_acceleration({
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x = 0,
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y = -10,
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z = 0
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})
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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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self.object:set_acceleration({
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x = 0,
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y = self.fall_speed,
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z = 0
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})
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else
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-- stop accelerating once max fall speed hit
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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end
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if minetest_registered_nodes[node_ok(pos).name].groups.lava then
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if self.floats_on_lava == 1 then
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self.object:set_acceleration({
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x = 0,
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y = -self.fall_speed / (max(1, v.y) ^ 2),
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z = 0
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})
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end
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end
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-- in water then float up
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if minetest_registered_nodes[node_ok(pos).name].groups.water then
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if self.floats == 1 then
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self.object:set_acceleration({
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x = 0,
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y = -self.fall_speed / (math_max(1, v.y) ^ 2),
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z = 0
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})
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end
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else
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-- fall damage onto solid ground
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if self.fall_damage == 1
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and self.object:get_velocity().y == 0 then
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local d = (self.old_y or 0) - self.object:get_pos().y
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if d > 5 then
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local add = minetest_get_item_group(self.standing_on, "fall_damage_add_percent")
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local damage = d - 5
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if add ~= 0 then
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damage = damage + damage * (add/100)
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end
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damage = math_floor(damage)
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if damage > 0 then
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self.health = self.health - damage
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effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
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if check_for_death(self, "fall", {type = "fall"}) then
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return true
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end
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end
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end
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self.old_y = self.object:get_pos().y
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end
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end
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end
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local teleport = function(self, target)
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if self.do_teleport then
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if self.do_teleport(self, target) == false then
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return
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end
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end
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end
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-- find someone to runaway from
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local runaway_from = function(self)
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if not self.runaway_from and self.state ~= "flop" then
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return
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end
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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local min_dist = self.view_range + 1
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local objs = minetest_get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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if objs[n]:is_player() then
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if mobs.invis[ objs[n]:get_player_name() ]
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or self.owner == objs[n]:get_player_name()
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or (not object_in_range(self, objs[n])) then
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type = ""
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else
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player = objs[n]
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type = "player"
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name = "player"
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end
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else
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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-- find specific mob to runaway from
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if name ~= "" and name ~= self.name
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and specific_runaway(self.runaway_from, name) then
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p = player:get_pos()
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sp = s
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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dist = vector.distance(p, s)
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-- choose closest player/mpb to runaway from
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if dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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end
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end
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if min_player then
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local lp = player:get_pos()
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + math_pi
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end
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yaw = set_yaw(self, yaw, 4)
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self.state = "runaway"
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self.runaway_timer = 3
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self.following = nil
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end
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end
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-- specific runaway
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local specific_runaway = function(list, what)
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-- no list so do not run
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if list == nil then
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return false
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end
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- follow player if owner or holding item, if fish outta water then flop
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local follow_flop = function(self)
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-- find player to follow
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if (self.follow ~= ""
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or self.order == "follow")
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and not self.following
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.state ~= "runaway" then
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local s = self.object:get_pos()
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local players = minetest.get_connected_players()
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for n = 1, #players do
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if (object_in_range(self, players[n]))
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and not mobs.invis[ players[n]:get_player_name() ] then
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self.following = players[n]
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break
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end
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end
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end
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if self.type == "npc"
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and self.order == "follow"
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.owner ~= "" then
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-- npc stop following player if not owner
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if self.following
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and self.owner
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and self.owner ~= self.following:get_player_name() then
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self.following = nil
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end
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else
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-- stop following player if not holding specific item,
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-- mob is horny, fleeing or attacking
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if self.following
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and self.following:is_player()
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and (follow_holding(self, self.following) == false or
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self.horny or self.state == "runaway") then
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self.following = nil
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end
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end
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-- follow that thing
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if self.following then
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local s = self.object:get_pos()
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local p
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if self.following:is_player() then
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p = self.following:get_pos()
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elseif self.following.object then
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p = self.following.object:get_pos()
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end
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if p then
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local dist = vector.distance(p, s)
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-- dont follow if out of range
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if (not object_in_range(self, self.following)) then
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self.following = nil
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else
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local vec = {
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x = p.x - s.x,
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z = p.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
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if p.x > s.x then yaw = yaw + math_pi end
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set_yaw(self, yaw, 2.35)
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-- anyone but standing npc's can move along
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if dist > 3
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and self.order ~= "stand" then
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set_velocity(self, self.follow_velocity)
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if self.walk_chance ~= 0 then
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set_animation(self, "run")
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end
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else
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set_velocity(self, 0)
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set_animation(self, "stand")
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end
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return
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end
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end
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end
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-- swimmers flop when out of their element, and swim again when back in
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if self.fly then
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local s = self.object:get_pos()
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if not flight_check(self, s) then
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self.state = "flop"
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self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
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local sdef = minetest_registered_nodes[self.standing_on]
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-- Flop on ground
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if sdef and sdef.walkable then
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mob_sound(self, "flop")
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self.object:set_velocity({
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x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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y = FLOP_HEIGHT,
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z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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})
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end
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set_animation(self, "stand", true)
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return
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elseif self.state == "flop" then
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self.state = "stand"
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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set_velocity(self, 0)
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end
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end
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end
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|
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-- npc, find closest monster to attack
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local npc_attack = function(self)
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if self.type ~= "npc"
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or not self.attacks_monsters
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or self.state == "attack" then
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return
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end
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local p, sp, obj, min_player
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local s = self.object:get_pos()
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local min_dist = self.view_range + 1
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local objs = minetest_get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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obj = objs[n]:get_luaentity()
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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
|
|
|
|
|
|
-- monster find someone to attack
|
|
local monster_attack = function(self)
|
|
|
|
if self.type ~= "monster"
|
|
or not damage_enabled
|
|
or minetest_is_creative_enabled("")
|
|
or self.passive
|
|
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)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
if mobs.invis[ 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 attack, failing that attack player/npc/animal
|
|
if specific_attack(self.specific_attack, name)
|
|
and (type == "player" or type == "npc"
|
|
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
|
|
|
|
|
|
-- choose closest player to attack
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
-- attack player
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
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
|
|
|
|
|
|
-- dogfight 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
|
|
|
|
-- 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 math_abs(s1.x - s.x) + math_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 math_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 = math_floor(s.x + 0.5)
|
|
s.z = math_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 = math_floor(p1.x + 0.5)
|
|
p1.y = math_floor(p1.y + 0.5)
|
|
p1.z = math_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 = math.min(math.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 = mobs.fallback_node})
|
|
end
|
|
end
|
|
|
|
local sheight = math.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() + math_pi / 2
|
|
local p1 = {
|
|
x = s.x + math_cos(yaw1),
|
|
y = s.y,
|
|
z = s.z + math_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
|
|
|
|
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 math_random() < chance then
|
|
num = math_random(dropdef.min or 1, dropdef.max or 1)
|
|
elseif not dropdef.looting_ignore_chance then
|
|
do_common_looting = false
|
|
end
|
|
|
|
if do_common_looting then
|
|
num = num + math_floor(math_random(0, looting_level) + 0.5)
|
|
end
|
|
|
|
if num > 0 then
|
|
item = dropdef.name
|
|
|
|
-- 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 = math_random(-10, 10) / 9,
|
|
y = 6,
|
|
z = math_random(-10, 10) / 9,
|
|
})
|
|
elseif obj then
|
|
obj:remove() -- item does not exist
|
|
end
|
|
end
|
|
end
|
|
|
|
self.drops = {}
|
|
end
|
|
|
|
|
|
-- 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:red:130")
|
|
minetest_after(.2, function(self)
|
|
if self and self.object then
|
|
remove_texture_mod(self, "^[colorize:red:130")
|
|
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 mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then
|
|
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
|
|
end
|
|
end
|
|
end
|
|
|
|
-- execute custom death function
|
|
if self.on_die then
|
|
|
|
local pos = self.object:get_pos()
|
|
local on_die_exit = self.on_die(self, pos, cmi_cause)
|
|
if on_die_exit ~= true then
|
|
death_handle(self)
|
|
end
|
|
|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
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
|
|
local rot = self.object:get_rotation()
|
|
rot.z = math_pi/2
|
|
self.object:set_rotation(rot)
|
|
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
|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
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()
|
|
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
|
|
|
|
local damage_effect = function(self, damage)
|
|
-- damage particles
|
|
if (not disable_blood) and damage > 0 then
|
|
|
|
local amount_large = math_floor(damage / 2)
|
|
local amount_small = damage % 2
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
|
|
|
|
local texture = "mobs_blood.png"
|
|
-- full heart damage (one particle for each 2 HP damage)
|
|
if amount_large > 0 then
|
|
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
|
|
|
|
|
|
-- 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 -10
|
|
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
|
|
|
|
|
|
-- 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 then
|
|
return true
|
|
elseif checknode == "__airlike" and def.walkable == false and
|
|
(def.liquidtype == "none" or minetest_get_item_group(nod, "fake_liquid") == 1) then
|
|
return true
|
|
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
|
|
|
|
-- 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
|
|
|
|
|
|
-- 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
|
|
|
|
|
|
local add_texture_mod = function(self, mod)
|
|
local full_mod = ""
|
|
local already_added = false
|
|
for i=1, #self.texture_mods do
|
|
if mod == self.texture_mods[i] then
|
|
already_added = true
|
|
end
|
|
full_mod = full_mod .. self.texture_mods[i]
|
|
end
|
|
if not already_added then
|
|
full_mod = full_mod .. mod
|
|
table.insert(self.texture_mods, mod)
|
|
end
|
|
self.object:set_texture_mod(full_mod)
|
|
end
|
|
|
|
|
|
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
|
|
|
|
|
|
-- Return true if object is in view_range
|
|
local function object_in_range(self, object)
|
|
if not object then
|
|
return false
|
|
end
|
|
local factor
|
|
-- Apply view range reduction for special player armor
|
|
if object:is_player() and mod_armor then
|
|
factor = armor:get_mob_view_range_factor(object, self.name)
|
|
end
|
|
-- Distance check
|
|
local dist
|
|
if factor and factor == 0 then
|
|
return false
|
|
elseif factor then
|
|
dist = self.view_range * factor
|
|
else
|
|
dist = self.view_range
|
|
end
|
|
|
|
local p1, p2 = self.object:get_pos(), object:get_pos()
|
|
return p1 and p2 and (vector.distance(p1, p2) <= dist)
|
|
end
|
|
|
|
-- attack player/mob
|
|
local do_attack = function(self, player)
|
|
|
|
if self.state == "attack" or self.state == "die" then
|
|
return
|
|
end
|
|
|
|
self.attack = player
|
|
self.state = "attack"
|
|
|
|
-- TODO: Implement war_cry sound without being annoying
|
|
--if math_random(0, 100) < 90 then
|
|
--mob_sound(self, "war_cry", true)
|
|
--end
|
|
end
|
|
|
|
|
|
-- play sound
|
|
local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
|
|
local soundinfo
|
|
if self.sounds_child and self.child then
|
|
soundinfo = self.sounds_child
|
|
elseif self.sounds then
|
|
soundinfo = self.sounds
|
|
end
|
|
if not soundinfo then
|
|
return
|
|
end
|
|
local sound = soundinfo[soundname]
|
|
if sound then
|
|
if is_opinion and self.opinion_sound_cooloff > 0 then
|
|
return
|
|
end
|
|
local pitch
|
|
if not fixed_pitch then
|
|
local base_pitch = soundinfo.base_pitch
|
|
if not base_pitch then
|
|
base_pitch = 1
|
|
end
|
|
if self.child and (not self.sounds_child) then
|
|
-- Children have higher pitch
|
|
pitch = base_pitch * 1.5
|
|
else
|
|
pitch = base_pitch
|
|
end
|
|
-- randomize the pitch a bit
|
|
pitch = pitch + math_random(-10, 10) * 0.005
|
|
end
|
|
minetest_sound_play(sound, {
|
|
object = self.object,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds.distance,
|
|
pitch = pitch,
|
|
}, true)
|
|
self.opinion_sound_cooloff = 1
|
|
end
|
|
end
|
|
|
|
|
|
local function update_roll(self)
|
|
local is_Fleckenstein = self.nametag == "Fleckenstein"
|
|
local was_Fleckenstein = false
|
|
|
|
local rot = self.object:get_rotation()
|
|
rot.z = is_Fleckenstein and math_pi or 0
|
|
self.object:set_rotation(rot)
|
|
|
|
local cbox = table.copy(self.collisionbox)
|
|
local acbox = self.object:get_properties().collisionbox
|
|
|
|
if math_abs(cbox[2] - acbox[2]) > 0.1 then
|
|
was_Fleckenstein = true
|
|
end
|
|
|
|
if is_Fleckenstein ~= was_Fleckenstein then
|
|
local pos = self.object:get_pos()
|
|
pos.y = pos.y + (acbox[2] + acbox[5])
|
|
self.object:set_pos(pos)
|
|
end
|
|
|
|
if is_Fleckenstein then
|
|
cbox[2], cbox[5] = -cbox[5], -cbox[2]
|
|
end
|
|
|
|
self.object:set_properties({collisionbox = cbox})
|
|
end
|
|
|
|
-- check if within physical map limits (-30911 to 30927)
|
|
local within_limits, wmin, wmax = nil, -30913, 30928
|
|
within_limits = function(pos, radius)
|
|
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
|
|
within_limits = function(pos, radius)
|
|
return pos
|
|
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
|
|
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
|
|
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
|
|
end
|
|
end
|
|
end
|
|
return pos
|
|
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
|
|
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
|
|
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
|
|
end
|
|
|
|
-- is mob facing a cliff or danger
|
|
local is_at_cliff_or_danger = function(self)
|
|
|
|
if self.fear_height == 0 then -- 0 for no falling protection!
|
|
return false
|
|
end
|
|
|
|
if not self.object:get_luaentity() then
|
|
return false
|
|
end
|
|
local yaw = self.object:get_yaw()
|
|
local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = math_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() then
|
|
return false
|
|
end
|
|
local yaw = self.object:get_yaw()
|
|
local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = math_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
|
|
|
|
|
|
-- get node but use fallback for nil or unknown
|
|
local node_ok = function(pos, fallback)
|
|
|
|
fallback = fallback or 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
|
|
|
|
|
|
-- 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 (mod_weather and (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
|
|
|
|
-- Use get_node_light for Minetest version 5.3 where get_natural_light
|
|
-- does not exist yet.
|
|
local get_light = minetest_get_natural_light or minetest_get_node_light
|
|
local sunlight = get_light(pos, self.time_of_day)
|
|
|
|
-- 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 = nil, "overworld"
|
|
if mod_worlds then
|
|
_, dim = mcl_worlds.y_to_layer(pos.y)
|
|
end
|
|
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" 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
|
|
|
|
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 and mod_weather 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)
|
|
|
|
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)
|
|
|
|
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 = math_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 = math_min(self.breath_max, self.breath + 1)
|
|
end
|
|
end
|
|
|
|
--- suffocation inside solid node
|
|
-- FIXME: Redundant with mcl_playerplus
|
|
if (self.suffocation == true)
|
|
and (nodef.walkable == nil or nodef.walkable == true)
|
|
and (nodef.collision_box == nil or nodef.collision_box.type == "regular")
|
|
and (nodef.node_box == nil or nodef.node_box.type == "regular")
|
|
and (nodef.groups.disable_suffocation ~= 1)
|
|
and (nodef.groups.opaque == 1) then
|
|
|
|
-- Short grace period before starting to take suffocation damage.
|
|
-- This is different from players, who take damage instantly.
|
|
-- This has been done because mobs might briefly be inside solid nodes
|
|
-- when e.g. climbing up stairs.
|
|
-- This is a bit hacky because it assumes that do_env_damage
|
|
-- is called roughly every second only.
|
|
self.suffocation_timer = self.suffocation_timer + 1
|
|
if self.suffocation_timer >= 3 then
|
|
-- 2 damage per second
|
|
-- TODO: Deal this damage once every 1/2 second
|
|
self.health = self.health - 2
|
|
|
|
if 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
|
|
|
|
-- where is front
|
|
local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
|
|
-- 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 then
|
|
return false
|
|
end
|
|
|
|
-- thin blocks that do not need to be jumped
|
|
if nod.name == node_snow then
|
|
return false
|
|
end
|
|
|
|
if self.walk_chance == 0
|
|
or minetest_registered_items[nod.name].walkable 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
|
|
|
|
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 = -10,
|
|
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 = math_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 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)
|
|
|
|
-- 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,
|
|
z = 0
|
|
})
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- horny animal can mate for BREED_TIME seconds,
|
|
-- afterwards horny animal cannot mate again for BREED_TIME_AGAIN seconds
|
|
if self.horny == true
|
|
and self.hornytimer < BREED_TIME + BREED_TIME_AGAIN then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= BREED_TIME + BREED_TIME_AGAIN 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 <= BREED_TIME then
|
|
|
|
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 ent
|
|
and canmate == true
|
|
and ent.horny == true
|
|
and ent.hornytimer <= BREED_TIME then
|
|
num = num + 1
|
|
end
|
|
|
|
-- found your mate? then have a baby
|
|
if num > 1 then
|
|
|
|
self.hornytimer = BREED_TIME + 1
|
|
ent.hornytimer = BREED_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
|
|
|
|
-- Give XP
|
|
if mod_experience then
|
|
mcl_experience.throw_experience(pos, math_random(1, 7))
|
|
end
|
|
|
|
-- 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 = mobs:spawn_child(pos, parent1.name)
|
|
|
|
local ent_c = child:get_luaentity()
|
|
|
|
|
|
-- Use texture of one of the parents
|
|
local p = math_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 math_random(1, self.replace_rate) > 1 then
|
|
return
|
|
end
|
|
|
|
local what, with, y_offset
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
|
|
local num = math_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
|
|
|
|
|
|
-- 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
|
|
|
|
-- 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 mod_hunger and 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
|
|
|
|
if use_cmi then
|
|
damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
|
|
else
|
|
|
|
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
|
|
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 - math_floor(damage)
|
|
return
|
|
end
|
|
|
|
if use_cmi then
|
|
|
|
local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
|
|
|
|
if cancel then return end
|
|
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 = math_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
|
|
|
|
-- 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 = math_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
|
|
|
|
-- knock back effect (only on full punch)
|
|
if not die
|
|
and self.knock_back
|
|
and tflp >= punch_interval then
|
|
|
|
local v = self.object:get_velocity()
|
|
local r = 1.4 - math_min(punch_interval, 1.4)
|
|
local kb = r * 2.0
|
|
local up = 2
|
|
|
|
-- if already in air then dont go up anymore when hit
|
|
if v.y ~= 0
|
|
or self.fly then
|
|
up = 0
|
|
end
|
|
|
|
-- direction error check
|
|
dir = dir or {x = 0, y = 0, z = 0}
|
|
|
|
-- 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.object:set_velocity({
|
|
x = dir.x * kb,
|
|
y = dir.y * kb + up * 2,
|
|
z = dir.z * kb
|
|
})
|
|
|
|
self.pause_timer = 0.25
|
|
end
|
|
end -- END if damage
|
|
|
|
-- if skittish then run away
|
|
if not die and self.runaway == true and self.state ~= "flop" then
|
|
|
|
local lp = hitter:get_pos()
|
|
local s = self.object: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 * math_pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + math_pi
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 6)
|
|
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 mobs.invis[ name ] then
|
|
|
|
if not die then
|
|
-- attack whoever punched mob
|
|
self.state = ""
|
|
do_attack(self, hitter)
|
|
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
|
|
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.driver == child then
|
|
self.driver = nil
|
|
end
|
|
|
|
end
|
|
|
|
--[[
|
|
|
|
if self.state == "stand" then
|
|
|
|
if math_random(1, 4) == 1 then
|
|
|
|
local lp = nil
|
|
local s = self.object:get_pos()
|
|
local objs = minetest_get_objects_inside_radius(s, 3)
|
|
|
|
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 then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then yaw = yaw + math_pi end
|
|
else
|
|
yaw = yaw + math_random(-0.5, 0.5)
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
|
|
-- npc's ordered to stand stay standing
|
|
if self.type ~= "npc"
|
|
or self.order ~= "stand" then
|
|
|
|
if self.walk_chance ~= 0
|
|
and self.facing_fence ~= true
|
|
and math_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 == "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[math_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) + math_pi / 2) - self.rotate
|
|
|
|
|
|
if lp.x > s.x then yaw = yaw + math_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 math_random(1, 100) <= 30 then
|
|
yaw = yaw + math_random(-0.5, 0.5)
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
|
|
-- otherwise randomly turn
|
|
elseif math_random(1, 100) <= 30 then
|
|
|
|
yaw = yaw + math_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 math_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 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) + math_pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + math_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 mod_explosions then
|
|
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
|
|
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)
|
|
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 = math_floor(p1.y)
|
|
local p2 = p
|
|
local p_y = math_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 math_abs(p1.x-s.x) + math_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) + math_pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + math_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 math_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 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) + math_pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + math_pi end
|
|
|
|
yaw = set_yaw(self, yaw, 0, dtime)
|
|
|
|
set_velocity(self, 0)
|
|
|
|
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(p, self.attack:get_pos(), false, false):next()
|
|
and math_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
|
|
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
|
|
end
|
|
end
|
|
]]-- |