-- Mobs Api (9th August 2015) local S = minetest.get_translator("mobs") mobs = {} mobs.mod = "redo" -- Initial settings check local damage_enabled = minetest.settings:get_bool("enable_damage") or false local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") or false local enable_blood = minetest.settings:get_bool("mobs_enable_blood") or false mobs.protected = tonumber(minetest.settings:get("mobs_spawn_protected")) or 0 mobs.remove = minetest.settings:get_bool("remove_far_mobs") or false local function is_too_near_spawn(pos) if minetest.is_singleplayer() or not minetest.settings:get_bool("mobs_safe_spawn") then return false end local sp = minetest.setting_get_pos("static_spawnpoint") or {x = 0, y = 0, z = 0} local rad = minetest.settings:get("static_spawn_radius") or 256 return (vector.distance(pos, sp) < rad) end -- particle effects local function effect(pos, amount, texture, max_size) minetest.add_particlespawner( { amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -0, y = 2, z = -0}, maxvel = {x = 2, y = 6, z = 2}, minacc = {x = -4, y = -16, z = -4}, maxacc = {x = 4, y = -4, z = 4}, minexptime = 0.1, maxexptime = 1, minsize = 1, maxsize = (max_size or 2), texture = texture, }) end -- on mob death drop items local function check_for_death(self, hitter) local hp = self.object:get_hp() if hp > 0 then self.health = hp if self.sounds.damage ~= nil then minetest.sound_play( self.sounds.damage, { object = self.object, max_hear_distance = self.sounds.distance }) end return false end local pos = self.object:get_pos() self.object:remove() local obj = nil for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then obj = minetest.add_item(pos, ItemStack(drop.name.." "..math.random(drop.min, drop.max))) if obj then obj:set_velocity( { x = math.random(-1, 1), y = 5, z = math.random(-1, 1) }) end end end if self.sounds.death ~= nil then minetest.sound_play( self.sounds.death, { object = self.object, max_hear_distance = self.sounds.distance }) end if self.on_die then self.on_die(self, pos, hitter) end return true end -- from TNT mod local function calc_velocity(pos1, pos2, old_vel, power) local vel = vector.direction(pos1, pos2) vel = vector.normalize(vel) vel = vector.multiply(vel, power) local dist = vector.distance(pos1, pos2) dist = math.max(dist, 1) vel = vector.divide(vel, dist) vel = vector.add(vel, old_vel) return vel end -- modified from TNT mod local function entity_physics(pos, radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, obj_vel, dist for _, obj in pairs(objs) do obj_pos = obj:get_pos() obj_vel = obj:get_velocity() dist = math.max(1, vector.distance(pos, obj_pos)) if obj_vel ~= nil then obj:set_velocity(calc_velocity(pos, obj_pos, obj_vel, radius * 10)) end local damage = (4 / dist) * radius obj:set_hp(obj:get_hp() - damage) end end function mobs:register_mob(name, def) minetest.register_entity( name, { stepheight = def.stepheight or 0.6, name = name, fly = def.fly, fly_in = def.fly_in or "air", owner = def.owner or "", order = def.order or "", on_die = def.on_die, do_custom = def.do_custom, jump_height = def.jump_height or 6, jump_chance = def.jump_chance or 0, rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 lifetimer = def.lifetimer or 180, -- 3 minutes hp_min = def.hp_min or 5, hp_max = def.hp_max or 10, physical = true, collides_with_objects = def.collides_with_objects or true, collisionbox = def.collisionbox, visual = def.visual, visual_size = def.visual_size or {x = 1, y = 1}, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound or false, view_range = def.view_range or 5, walk_velocity = def.walk_velocity or 1, run_velocity = def.run_velocity or 2, damage = def.damage, light_damage = def.light_damage or 0, water_damage = def.water_damage or 0, lava_damage = def.lava_damage or 0, fall_damage = def.fall_damage or 1, fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10) drops = def.drops or {}, armor = def.armor, on_rightclick = def.on_rightclick, type = def.type, explode_radius = def.explode_radius or 3, attack_type = def.attack_type, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds or {}, animation = def.animation, follow = def.follow or "", jump = def.jump or true, walk_chance = def.walk_chance or 50, attacks_monsters = def.attacks_monsters or false, group_attack = def.group_attack or false, --fov = def.fov or 120, passive = def.passive or false, recovery_time = def.recovery_time or 0.5, knock_back = def.knock_back or 3, blood_amount = def.blood_amount or 5, blood_texture = def.blood_texture or "mobs_blood.png", shoot_offset = def.shoot_offset or 0, floats = def.floats or 1, -- floats in water by default replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, replace_offset = def.replace_offset or 0, timer = 0, env_damage_timer = 0, -- only if state = "attack" attack = {player=nil, dist=nil}, state = "stand", tamed = false, pause_timer = 0, horny = false, hornytimer = 0, child = false, gotten = false, health = 0, on_replace = def.on_replace or nil, on_spawn = def.on_spawn or nil, check_fed = function(self, name, feed_count, breed) -- Check if a mob is fed self.food = (self.food or 0) + 1 -- Make children grow quicker if self.child == true then self.hornytimer = self.hornytimer + 20 return true end -- Feed and tame if self.food >= feed_count then self.food = 0 if breed and self.hornytimer == 0 then self.horny = true end self.gotten = false if (not self.tamed) and name ~= nil and ((not self.owner) or self.owner == "") then self.owner = name self.tamed = true achievements.trigger_achievement( minetest.get_player_by_name(name), "best_friends_forever" ) end -- Make sound when fed so many times if self.sounds.random then minetest.sound_play( self.sounds.random, { object = self.object, max_hear_distance = self.sounds.distance }) end end end, do_attack = function(self, player, dist) if is_too_near_spawn(self.object:get_pos()) then return end if self.state ~= "attack" then if math.random(0,100) < 90 and self.sounds.war_cry then minetest.sound_play( self.sounds.war_cry, { object = self.object, max_hear_distance = self.sounds.distance }) end self.state = "attack" self.attack.player = player self.attack.dist = dist end end, set_velocity = function(self, v) v = (v or 0) if def.drawtype and def.drawtype == "side" then self.rotate = math.rad(90) end local tmpyaw = self.object:get_yaw() local yaw = self.rotate if tmpyaw ~= tmpyaw then -- It's a nan value minetest.log("warning", "[mod:mobs] object:get_yaw() nan shim used") else yaw = yaw + tmpyaw end local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:set_velocity({x = x, y = self.object:get_velocity().y, z = z}) end, get_velocity = function(self) local v = self.object:get_velocity() return (v.x ^ 2 + v.z ^ 2) ^ (0.5) end, in_fov = function(self,pos) -- checks if POS is in self's FOV local yaw = self.object:get_yaw() + self.rotate local vx = math.sin(yaw) local vz = math.cos(yaw) local ds = math.sqrt(vx ^ 2 + vz ^ 2) local ps = math.sqrt(pos.x ^ 2 + pos.z ^ 2) local d = { x = vx / ds, z = vz / ds } local p = { x = pos.x / ps, z = pos.z / ps } local an = ( d.x * p.x ) + ( d.z * p.z ) a = math.deg( math.acos( an ) ) if a > ( self.fov / 2 ) then return false else return true end end, set_animation = function(self, type) if not self.animation then return end if not self.animation.current then self.animation.current = "" end if type == "stand" and self.animation.current ~= "stand" then if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then self.object:set_animation({ x = self.animation.stand_start, y = self.animation.stand_end}, self.animation.speed_normal, 0) self.animation.current = "stand" end elseif type == "walk" and self.animation.current ~= "walk" then if self.animation.walk_start and self.animation.walk_end and self.animation.speed_normal then self.object:set_animation({ x = self.animation.walk_start, y = self.animation.walk_end}, self.animation.speed_normal, 0) self.animation.current = "walk" end elseif type == "run" and self.animation.current ~= "run" then if self.animation.run_start and self.animation.run_end and self.animation.speed_run then self.object:set_animation({ x = self.animation.run_start, y = self.animation.run_end}, self.animation.speed_run, 0) self.animation.current = "run" end elseif type == "punch" and self.animation.current ~= "punch" then if self.animation.punch_start and self.animation.punch_end and self.animation.speed_normal then self.object:set_animation({ x = self.animation.punch_start, y = self.animation.punch_end}, self.animation.speed_normal, 0) self.animation.current = "punch" end end end, on_step = function(self, dtime) if self.type == "monster" and peaceful_only then self.object:remove() return end -- if lifetimer run out and not npc; tamed or attacking then remove mob if self.type ~= "npc" and not self.tamed then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and self.state ~= "attack" then minetest.log("action","lifetimer expired, removed "..self.name) effect(self.object:get_pos(), 15, "tnt_smoke.png") self.object:remove() return end end -- check for mob drop/replace (used for chicken egg and sheep eating grass/wheat) if self.replace_rate and self.child == false and math.random(1, self.replace_rate) == 1 then local pos = self.object:get_pos() pos.y = pos.y + self.replace_offset if self.replace_what and self.object:get_velocity().y == 0 and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then --and self.state == "stand" then if self.on_replace ~= nil then self.on_replace(self, pos) else minetest.set_node(pos, {name = self.replace_with}) end end end local yaw = 0 if not self.fly then -- floating in water (or falling) local pos = self.object:get_pos() local nod = minetest.get_node_or_nil(pos) if nod then nod = nod.name else nod = "default:dirt" end local nodef = minetest.registered_nodes[nod] local v = self.object:get_velocity() if v.y > 0.1 then self.object:set_acceleration({ x = 0, y= self.fall_speed, z = 0 }) end if nodef.groups.water then if self.floats == 1 then self.object:set_acceleration( { x = 0, y = -self.fall_speed / (math.max(1, v.y) ^ 2), z = 0 }) end else self.object:set_acceleration( { x = 0, y = self.fall_speed, z = 0 }) -- fall damage if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 then self.object:set_hp(self.object:get_hp() - math.floor(d - 5)) effect(self.object:get_pos(), 5, "tnt_smoke.png") check_for_death(self) end self.old_y = self.object:get_pos().y end end end -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime if self.pause_timer < 1 then self.pause_timer = 0 end return end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end if self.sounds.random and math.random(1, 100) <= 1 then minetest.sound_play( self.sounds.random, { object = self.object, max_hear_distance = self.sounds.distance }) end local do_env_damage = function(self) local pos = self.object:get_pos() local tod = minetest.get_timeofday() -- daylight above ground if self.light_damage ~= 0 and pos.y > 0 and tod > 0.2 and tod < 0.8 and (minetest.get_node_light(pos) or 0) > 12 then self.object:set_hp(self.object:get_hp() - self.light_damage) effect(pos, 5, "tnt_smoke.png") if check_for_death(self) then return end end pos.y = pos.y + self.collisionbox[2] -- foot level local nod = minetest.get_node_or_nil(pos) if not nod then return end local nodef = minetest.registered_nodes[nod.name] pos.y = pos.y + 1 -- water if self.water_damage ~= 0 and nodef.groups.water then self.object:set_hp(self.object:get_hp() - self.water_damage) effect(pos, 5, "bubble.png") if check_for_death(self) then return end end -- lava or fire if self.lava_damage ~= 0 and nodef.groups.lava then self.object:set_hp(self.object:get_hp() - self.lava_damage) effect(pos, 5, "mobs_flame.png", 8) if check_for_death(self) then return end end end local do_jump = function(self) if self.fly then return end self.jumptimer = (self.jumptimer or 0) + 1 if self.jumptimer < 3 then local pos = self.object:get_pos() pos.y = (pos.y + self.collisionbox[2]) - 0.2 local nod = minetest.get_node(pos) if not nod or not minetest.registered_nodes[nod.name] or minetest.registered_nodes[nod.name].walkable == false then return end if self.direction then pos.y = pos.y + 0.5 local nod = minetest.get_node_or_nil( { x = pos.x + self.direction.x, y = pos.y, z = pos.z + self.direction.z }) if nod and nod.name and (nod.name ~= "air" or self.walk_chance == 0) then local def = minetest.registered_items[nod.name] if (def and def.walkable and not nod.name:find("fence")) or self.walk_chance == 0 then local v = self.object:get_velocity() v.y = self.jump_height + 1 v.x = v.x * 2.2 v.z = v.z * 2.2 self.object:set_velocity(v) if self.sounds.jump then minetest.sound_play( self.sounds.jump, { object = self.object, max_hear_distance = self.sounds.distance }) end end end end else self.jumptimer = 0 end end -- environmental damage timer self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 1 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end -- find someone to attack if self.type == "monster" and damage_enabled and self.state ~= "attack" then local s = self.object:get_pos() local p, sp, dist local player = nil local type = nil local obj = nil local min_dist = self.view_range + 1 local min_player = nil for _,oir in ipairs(minetest.get_objects_inside_radius(s, self.view_range)) do if oir:is_player() then player = oir type = "player" else obj = oir:get_luaentity() if obj then player = obj.object type = obj.type end end if type == "player" or type == "npc" then s = self.object:get_pos() p = player:get_pos() sp = s p.y = p.y + 1 sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist < self.view_range then -- and self.in_fov(self,p) then -- choose closest player to attack if minetest.line_of_sight(sp, p, 2) == true and dist < min_dist then min_dist = dist min_player = player end end end end -- attack player if min_player then self.do_attack(self, min_player, min_dist) end end -- npc, find closest monster to attack local min_dist = self.view_range + 1 local min_player = nil if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then local s = self.object:get_pos() local obj = nil for _, oir in pairs(minetest.get_objects_inside_radius(s,self.view_range)) do obj = oir:get_luaentity() if obj and obj.type == "monster" then -- attack monster local p = obj.object:get_pos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist < min_dist then min_dist = dist min_player = obj.object end end end if min_player then self.do_attack(self, min_player, min_dist) end end -- horny animal can mate for 40 seconds, afterwards horny animal cannot mate again for 200 seconds if self.horny == true and self.hornytimer < 240 and self.child == false then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= 240 then self.hornytimer = 0 self.horny = false end end -- if animal is child take 240 seconds before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 if self.hornytimer > 240 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, }) end end -- if animal is horny, find another same animal who is horny and mate if self.horny == true and self.hornytimer <= 40 then local pos = self.object:get_pos() effect({x = pos.x, y = pos.y + 0.5, z = pos.z}, 4, "heart.png") local ents = minetest.get_objects_inside_radius(pos, self.view_range) local num = 0 local ent = nil for i,obj in ipairs(ents) do ent = obj: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 <= 40 then num = num + 1 end if num > 1 then self.hornytimer = 41 ent.hornytimer = 41 minetest.after( 7, function(dtime) local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture if def.child_texture then textures = def.child_texture[1] end mob:set_properties({ textures = textures, visual_size = { x = self.base_size.x / 2, y = self.base_size.y / 2 }, collisionbox = { self.base_colbox[1] / 2, self.base_colbox[2] / 2, self.base_colbox[3] / 2, self.base_colbox[4] / 2, self.base_colbox[5] / 2, self.base_colbox[6] / 2 }, }) ent2.child = true ent2.tamed = true --ent2.following = ent -- follow mother end) num = 0 break end end end -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" then local s, p, dist for _,player in pairs(minetest.get_connected_players()) do s = self.object:get_pos() p = player:get_pos() dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist < self.view_range then self.following = player break end end end -- custom function (defined in mob lua file) if self.do_custom then self.do_custom(self) end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" then -- npc stop following player if not owner if self.following and self.type == "npc" and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item if self.following and self.following.is_player and self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil end end -- follow player or mob if self.following then local s = self.object:get_pos() local p if self.following.is_player and self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() end if p then local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist > self.view_range then self.following = nil else local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} yaw = (math.atan(vec.z / vec.x) + math.pi / 2) - self.rotate if p.x > s.x then yaw = yaw + math.pi end self.object:set_yaw(yaw) -- anyone but standing npc's can move along if dist > 2 and self.order ~= "stand" then if (self.jump and self.get_velocity(self) <= 0.5 and self.object:get_velocity().y == 0) or (self.object:get_velocity().y == 0 and self.jump_chance > 0) then self.direction = { x = math.sin(yaw) * -1, y = -20, z = math.cos(yaw) } do_jump(self) end self.set_velocity(self, self.walk_velocity) if self.walk_chance ~= 0 then self:set_animation("walk") end else self.set_velocity(self, 0) self:set_animation("stand") end return end end else self:set_animation("stand") end if self.state == "stand" then -- randomly turn if math.random(1, 4) == 1 then -- if there is a player nearby look at them local lp = nil local s = self.object:get_pos() if self.type == "npc" then local o = minetest.get_objects_inside_radius(self.object:get_pos(), 3) local yaw = 0 for _,o in ipairs(o) do if o:is_player() then lp = o:get_pos() break end end end if lp ~= nil then local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z} yaw = (math.atan(vec.z / vec.x) + math.pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + math.pi end else yaw = self.object:get_yaw() + ((math.random(0, 360) - 180) / 180 * math.pi) end self.object:set_yaw(yaw) end self.set_velocity(self, 0) self.set_animation(self, "stand") -- npc's ordered to stand stay standing if self.type == "npc" and self.order == "stand" then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") else if self.walk_chance ~= 0 and math.random(1, 100) <= self.walk_chance then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end -- jumping mobs only -- if self.jump and math.random(1, 100) <= self.jump_chance then -- self.direction = {x = 0, y = 0, z = 0} -- do_jump(self) -- self.set_velocity(self, self.walk_velocity) -- end end elseif self.state == "walk" then local s = self.object:get_pos() local lp = minetest.find_node_near(s, 1, {"group:water"}) -- water swimmers cannot move out of water if self.fly and self.fly_in == "default:water_source" and not lp then self.set_velocity(self, 0) self.state = "flop" -- change to undefined state so nothing more happens self:set_animation("stand") return end -- if water nearby then turn away if lp then local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z} yaw = math.atan(vec.z / vec.x) + 3 * math.pi / 2 - self.rotate if lp.x > s.x then yaw = yaw + math.pi end self.object:set_yaw(yaw) -- otherwise randomly turn elseif math.random(1, 100) <= 30 then self.object:set_yaw(self.object:get_yaw() + ((math.random(0, 360) - 180) / 180 * math.pi)) end if self.jump and self.get_velocity(self) <= 0.5 and self.object:get_velocity().y == 0 then self.direction = { x = math.sin(yaw) * -1, y = -20, z = math.cos(yaw) } do_jump(self) end self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 30 then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end -- exploding mobs elseif self.state == "attack" and self.attack_type == "explode" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") self.timer = 0 self.blinktimer = 0 return end local s = self.object:get_pos() local p = self.attack.player:get_pos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.timer = 0 self.blinktimer = 0 self.attack = {player = nil, dist = nil} self:set_animation("stand") return else self:set_animation("walk") self.attack.dist = dist end local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} yaw = math.atan(vec.z / vec.x) + math.pi / 2 - self.rotate if p.x > s.x then yaw = yaw+math.pi end self.object:set_yaw(yaw) if self.attack.dist > 3 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) self.timer = 0 self.blinktimer = 0 else self.timer = 0 self.blinktimer = 0 if self.get_velocity(self) <= 0.5 and self.object:get_velocity().y == 0 then local v = self.object:get_velocity() v.y = 5 self.object:set_velocity(v) end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) 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 self.object:settexturemod("") else self.object:settexturemod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > 3 then local pos = vector.round(self.object:get_pos()) entity_physics(pos, 3) -- hurt player/mobs caught in blast area if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then self.object:remove() if self.sounds.explode ~= "" then minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = 16 }) end effect(pos, 15, "tnt_smoke.png", 5) return end self.object:remove() pos.y = pos.y - 1 tnt.explode(pos, self.explode_radius, self.sounds.explode) end end -- end of exploding mobs elseif self.state == "attack" and self.attack_type == "dogfight" then if not self.attack.player or not self.attack.player:get_pos() then self.state = "stand" self:set_animation("stand") return end local s = self.object:get_pos() local p = self.attack.player:get_pos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 -- fly bit modified from BlockMens creatures mod if self.fly and dist > 2 then local nod = minetest.get_node_or_nil(s) 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 nod and nod.name == self.fly_in 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 -- end fly bit if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.set_velocity(self, 0) self.attack = {player = nil, dist = nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} yaw = (math.atan(vec.z / vec.x) + math.pi / 2) - self.rotate if p.x > s.x then yaw = yaw + math.pi end self.object:set_yaw(yaw) -- attack distance is 2 + half of mob width so the bigger mobs can attack (like slimes) if self.attack.dist > ((-self.collisionbox[1] + self.collisionbox[4]) / 2) + 2 then -- jump attack if (self.jump and self.get_velocity(self) <= 0.5 and self.object:get_velocity().y == 0) or (self.object:get_velocity().y == 0 and self.jump_chance > 0) then self.direction = { x = math.sin(yaw) * -1, y = -20, z = math.cos(yaw) } do_jump(self) end self.set_velocity(self, self.run_velocity) self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") if self.timer > 1 then self.timer = 0 local p2 = p local s2 = s p2.y = p2.y + 1.5 s2.y = s2.y + 1.5 if minetest.line_of_sight(p2, s2) == true then if self.sounds.attack then minetest.sound_play( self.sounds.attack, { object = self.object, max_hear_distance = self.sounds.distance }) end self.attack.player:punch( self.object, 1.0, { full_punch_interval=1.0, damage_groups = {fleshy=self.damage} }, vec) if self.attack.player:get_hp() <= 0 then self.state = "stand" self:set_animation("stand") end end end end elseif self.state == "attack" and self.attack_type == "shoot" then local s = self.object:get_pos() local p = self.attack.player:get_pos() if not p then self.state = "stand" return end p.y = p.y - .5 s.y = s.y + .5 local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.set_velocity(self, 0) self:set_animation("stand") return else self.attack.dist = dist end local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} yaw = (math.atan(vec.z / vec.x) + math.pi / 2) - self.rotate if p.x > s.x then yaw = yaw + math.pi end self.object:set_yaw(yaw) self.set_velocity(self, 0) if self.shoot_interval and self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds.attack then minetest.sound_play( self.sounds.attack, { object = self.object, max_hear_distance = self.sounds.distance }) end local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 local obj = minetest.add_entity(p, self.arrow) local amount = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5 local v = obj:get_luaentity().velocity vec.y = vec.y + self.shoot_offset -- this makes shoot aim accurate vec.x = vec.x *v / amount vec.y = vec.y *v / amount vec.z = vec.z *v / amount obj:set_velocity(vec) end end end, on_activate = function(self, staticdata, dtime_s) if self.type == "monster" and peaceful_only then self.object:remove() end -- load entity variables if staticdata then local tmp = minetest.deserialize(staticdata) if tmp then for _,stat in pairs(tmp) do self[_] = stat end end end -- select random texture, set model and size if not self.base_texture then self.base_texture = def.textures[math.random(1, #def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox end -- set texture, model and size local textures = self.base_texture local mesh = self.base_mesh local vis_size = self.base_size local colbox = self.base_colbox -- specific texture if gotten if self.gotten == true and def.gotten_texture then textures = def.gotten_texture end -- specific mesh if gotten if self.gotten == true and def.gotten_mesh then mesh = def.gotten_mesh end -- if object is child then set half size if self.child == true then vis_size = { x = self.base_size.x / 2, y = self.base_size.y / 2 } if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] / 2, self.base_colbox[2] / 2, self.base_colbox[3] / 2, self.base_colbox[4] / 2, self.base_colbox[5] / 2, self.base_colbox[6] / 2 } end if self.health == 0 then self.health = math.random (self.hp_min, self.hp_max) end self.object:set_hp( self.health ) self.object:set_armor_groups({fleshy = self.armor}) self.state = "stand" self.order = "stand" self.following = nil self.old_y = self.object:get_pos().y self.object:set_yaw(math.random(1, 360) / 180 * math.pi) self.sounds.distance = (self.sounds.distance or 10) self.textures = textures self.mesh = mesh self.collisionbox = colbox self.visual_size = vis_size -- set anything changed above self.object:set_properties(self) if self.on_spawn then self:on_spawn() end end, get_staticdata = function(self) -- remove mob when out of range unless tamed if mobs.remove == true and self.remove_ok and not self.tamed then minetest.log("action", "[mobs] Mob removed (out of range): " .. tostring(self.remove_ok) .." ".. self.name) self.object:remove() end self.remove_ok = true self.attack = nil local tmp = {} for _,stat in pairs(self) do local t = type(stat) if t ~= 'function' and t ~= 'nil' and t ~= 'userdata' then tmp[_] = self[_] end end return minetest.serialize(tmp) end, on_punch = function(self, hitter, tflp, tool_capabilities, dir) -- weapon wear local weapon = hitter:get_wielded_item() if weapon:get_definition().tool_capabilities ~= nil then local wear = ( (weapon:get_definition().tool_capabilities.full_punch_interval or 1.4) / 75 ) * 9000 if not minetest.settings:get_bool("creative_mode") then weapon:add_wear(wear) end hitter:set_wielded_item(weapon) end -- 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=hitter, max_hear_distance = 8 }) else minetest.sound_play("default_punch", { object = hitter, max_hear_distance = 5 }) end -- exit here if dead if check_for_death(self, hitter) then return end -- blood_particles if self.blood_amount > 0 then local pos = self.object:get_pos() pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) / 3 if enable_blood then effect(pos, self.blood_amount, self.blood_texture) else effect(pos, self.blood_amount, "default_grass_clump_tall.png") end end -- knock back effect if self.knock_back > 0 then local kb = self.knock_back local r = self.recovery_time local v = self.object:get_velocity() if tflp < tool_capabilities.full_punch_interval then if kb > 0 then kb = kb * ( tflp / tool_capabilities.full_punch_interval ) end r = r * ( tflp / tool_capabilities.full_punch_interval ) end self.object:set_velocity({x = dir.x * kb,y = 0,z = dir.z * kb}) self.pause_timer = r end -- attack puncher and call other mobs for help if self.passive == false and not self.tamed then if self.state ~= "attack" then self.do_attack(self, hitter, 1) end -- alert others to the attack local obj = nil for _, oir in pairs(minetest.get_objects_inside_radius(hitter:get_pos(), 5)) do obj = oir:get_luaentity() if obj then if obj.group_attack == true and obj.state ~= "attack" then obj.do_attack(obj, hitter, 1) end end end end end, }) end mobs.spawning_mobs = {} function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height) mobs.spawning_mobs[name] = true minetest.register_abm( { label = "Mob spawn (" .. name .. ")", nodenames = nodes, neighbors = neighbors, interval = interval, chance = chance, action = function(pos, node, _, active_object_count_wider) -- do not spawn if too many active entities in area if active_object_count_wider > active_object_count or not mobs.spawning_mobs[name] then --or not pos then return end -- spawn above node pos.y = pos.y + 1 -- mobs cannot spawn inside protected areas if enabled if mobs.protected == 1 and minetest.is_protected(pos, "") then return end -- check if light and height levels are ok to spawn local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light or pos.y > max_height or pos.y < min_height then return end -- are we spawning inside a solid node? local nod = minetest.get_node_or_nil(pos) if not nod or not nod.name or not minetest.registered_nodes[nod.name] or minetest.registered_nodes[nod.name].walkable == true then return end pos.y = pos.y + 1 nod = minetest.get_node_or_nil(pos) if not nod or not nod.name or not minetest.registered_nodes[nod.name] or minetest.registered_nodes[nod.name].walkable == true then return end if minetest.settings:get_bool("display_mob_spawn") then minetest.chat_send_all("[mobs] "..S("Spawned @1 at @2", name, minetest.pos_to_string(pos))) end -- spawn mob half block higher pos.y = pos.y - 0.5 minetest.add_entity(pos, name) minetest.log("action", "[mobs] Spawned "..name.." at "..minetest.pos_to_string(pos).." on "..node.name.." near "..neighbors[1]) end }) end -- compatibility with older mob registration function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, chance, active_object_count, -31000, max_height) end -- register arrow for shoot attack function mobs:register_arrow(name, def) if not name or not def then return end -- errorcheck minetest.register_entity( name, { physical = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, drop = def.drop or false, collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows on_step = function(self, dtime) self.timer = (self.timer or 0) + 1 if self.timer > 150 then self.object:remove() return end local engage = 10 - (self.velocity / 2) -- clear entity before arrow becomes active local pos = self.object:get_pos() local node = minetest.get_node_or_nil(self.object:get_pos()) if node then node = node.name else node = "air" end if self.hit_node and minetest.registered_nodes[node] and minetest.registered_nodes[node].walkable then self.hit_node(self, pos, node) if self.drop == true then pos.y = pos.y + 1 self.lastpos = (self.lastpos or pos) minetest.add_item(self.lastpos, self.object:get_luaentity().name) end self.object:remove() return end if (self.hit_player or self.hit_mob) and self.timer > engage then for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do if self.hit_player and player:is_player() then self.hit_player(self, player) self.object:remove() return end if self.hit_mob and player:get_luaentity().name ~= self.object:get_luaentity().name and player:get_luaentity().name ~= "__builtin:item" then self.hit_mob(self, player) self.object:remove() return end end end self.lastpos = pos end }) end -- Spawn Egg function mobs:register_egg(mob, desc, background) local invimg = background minetest.register_craftitem( mob, { description = desc, inventory_image = invimg, groups = { spawn_egg = 1 }, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then pos.y = pos.y + 0.5 local mob = minetest.add_entity(pos, mob) local ent = mob:get_luaentity() if ent.type ~= "monster" then -- set owner ent.owner = placer:get_player_name() ent.tamed = true end if not minetest.settings:get_bool("creative_mode") then itemstack:take_item() end end return itemstack end, }) end -- Capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) if clicker:is_player() and clicker:get_inventory() and not self.child then local mobname = self.name -- If not nil change what will be added to inventory if replacewith then mobname = replacewith end local name = clicker:get_player_name() -- Is mob tamed? if self.tamed == false and force_take == false then minetest.chat_send_player(name, minetest.colorize("#FFFF00", S("Not tamed!"))) return end -- Cannot pick up if not owner if self.owner ~= name and force_take == false then minetest.chat_send_player(name, minetest.colorize("#FFFF00", S("@1 is owner!", self.owner))) return end if clicker:get_inventory():room_for_item("main", mobname) then -- Was mob clicked with hand, net, or lasso? local tool = clicker:get_wielded_item() local chance = 0 if tool:is_empty() then chance = chance_hand elseif tool:get_name() == "mobs:net" then chance = chance_net if not minetest.settings:get_bool("creative_mode") then tool:add_wear(4000) -- 17 uses end clicker:set_wielded_item(tool) elseif tool:get_name() == "mobs:lasso" then chance = chance_lasso if not minetest.settings:get_bool("creative_mode") then tool:add_wear(1500) -- 43 uses end clicker:set_wielded_item(tool) end -- Return if no chance if chance == 0 then return end -- Calculate chance.. was capture successful? if math.random(100) <= chance then -- Cuccessful capture.. add to inventory clicker:get_inventory():add_item("main", mobname) self.object:remove() achievements.trigger_achievement(clicker, "ranger") else minetest.chat_send_player(name, minetest.colorize("#FFFF00", S("Missed!"))) end end end end -- Feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed) -- Feed a mob(mostly a wrapper to handle self.check_fed) local item = nil local itemstring = clicker local name = nil if type(clicker) ~= "string" then item = clicker:get_wielded_item() itemstring = item:get_name() name = clicker:get_player_name() end if itemstring == self.follow then if name ~= nil then -- Take item if not minetest.settings:get_bool("creative_mode") then item:take_item() clicker:set_wielded_item(item) end end self:check_fed(name, feed_count, breed) return true else return false end end