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-- API for Mobs Redo: MineClone 2 Edition (MRM)
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mobs = { }
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mobs.mod = " mrm "
mobs.version = " 20180531 " -- don't rely too much on this, rarely updated, if ever
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local MAX_MOB_NAME_LENGTH = 30
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-- Localize
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local S = minetest.get_translator ( " mcl_mobs " )
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-- CMI support check
local use_cmi = minetest.global_exists ( " cmi " )
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-- Invisibility mod check
mobs.invis = { }
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if minetest.global_exists ( " invisibility " ) then
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mobs.invis = invisibility
end
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-- creative check
local creative_mode_cache = minetest.settings : get_bool ( " creative_mode " )
function mobs . is_creative ( name )
return creative_mode_cache or minetest.check_player_privs ( name , { creative = true } )
end
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-- localize math functions
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local pi = math.pi
local sin = math.sin
local cos = math.cos
local abs = math.abs
local min = math.min
local max = math.max
local atann = math.atan
local random = math.random
local floor = math.floor
local atan = function ( x )
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if not x or x ~= x then
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return 0
else
return atann ( x )
end
end
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-- Load settings
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local damage_enabled = minetest.settings : get_bool ( " enable_damage " )
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local mobs_spawn = minetest.settings : get_bool ( " mobs_spawn " , true ) ~= false
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local disable_blood = minetest.settings : get_bool ( " mobs_disable_blood " )
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local mobs_drop_items = minetest.settings : get_bool ( " mobs_drop_items " ) ~= false
local mobs_griefing = minetest.settings : get_bool ( " mobs_griefing " ) ~= false
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local creative = minetest.settings : get_bool ( " creative_mode " )
local spawn_protected = minetest.settings : get_bool ( " mobs_spawn_protected " ) ~= false
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local remove_far = false
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local difficulty = tonumber ( minetest.settings : get ( " mob_difficulty " ) ) or 1.0
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local show_health = false
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local max_per_block = tonumber ( minetest.settings : get ( " max_objects_per_block " ) or 99 )
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local mobs_spawn_chance = tonumber ( minetest.settings : get ( " mobs_spawn_chance " ) or 2.5 )
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-- Peaceful mode message so players will know there are no monsters
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if minetest.settings : get_bool ( " only_peaceful_mobs " , false ) then
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minetest.register_on_joinplayer ( function ( player )
minetest.chat_send_player ( player : get_player_name ( ) ,
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S ( " Peaceful mode active! No monsters will spawn. " ) )
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end )
end
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-- calculate aoc range for mob count
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local aosrb = tonumber ( minetest.settings : get ( " active_object_send_range_blocks " ) )
local abr = tonumber ( minetest.settings : get ( " active_block_range " ) )
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local aoc_range = max ( aosrb , abr ) * 16
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- default nodes
local node_ice = " mcl_core:ice "
local node_snowblock = " mcl_core:snowblock "
local node_snow = " mcl_core:snow "
mobs.fallback_node = minetest.registered_aliases [ " mapgen_dirt " ] or " mcl_core:dirt "
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local mod_weather = minetest.get_modpath ( " mcl_weather " ) ~= nil
local mod_tnt = minetest.get_modpath ( " mcl_tnt " ) ~= nil
local mod_mobspawners = minetest.get_modpath ( " mcl_mobspawners " ) ~= nil
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local mod_hunger = minetest.get_modpath ( " mcl_hunger " ) ~= nil
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local mod_worlds = minetest.get_modpath ( " mcl_worlds " ) ~= nil
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local mod_armor = minetest.get_modpath ( " mcl_armor " ) ~= nil
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-- play sound
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local mob_sound = function ( self , soundname , is_opinion , fixed_pitch )
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local soundinfo
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 ]
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if sound then
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if is_opinion and self.opinion_sound_cooloff > 0 then
return
end
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local pitch
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if not fixed_pitch then
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local base_pitch = soundinfo.base_pitch
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if not base_pitch then
base_pitch = 1
end
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if self.child and ( not self.sounds_child ) then
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-- Children have higher pitch
pitch = base_pitch * 1.5
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else
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pitch = base_pitch
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end
-- randomize the pitch a bit
pitch = pitch + math.random ( - 10 , 10 ) * 0.005
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end
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minetest.sound_play ( sound , {
object = self.object ,
gain = 1.0 ,
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max_hear_distance = self.sounds . distance ,
pitch = pitch ,
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} )
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self.opinion_sound_cooloff = 1
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end
end
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-- Reeturn 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
if vector.distance ( self.object : get_pos ( ) , object : get_pos ( ) ) > dist then
return false
else
return true
end
end
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-- attack player/mob
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local do_attack = function ( self , player )
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if self.state == " attack " then
return
end
self.attack = player
self.state = " attack "
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-- TODO: Implement war_cry sound without being annoying
--if random(0, 100) < 90 then
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--mob_sound(self, "war_cry", true)
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--end
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end
-- move mob in facing direction
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local set_velocity = function ( self , v )
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-- do not move if mob has been ordered to stay
if self.order == " stand " then
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self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
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return
end
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local yaw = ( self.object : get_yaw ( ) or 0 ) + self.rotate
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self.object : set_velocity ( {
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x = sin ( yaw ) * - v ,
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y = self.object : get_velocity ( ) . y ,
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z = cos ( yaw ) * v
} )
end
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-- calculate mob velocity
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local get_velocity = function ( self )
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local v = self.object : get_velocity ( )
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return ( v.x * v.x + v.z * v.z ) ^ 0.5
end
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-- set and return valid yaw
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local set_yaw = function ( self , yaw , delay )
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if not yaw or yaw ~= yaw then
yaw = 0
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end
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delay = delay or 0
if delay == 0 then
self.object : set_yaw ( yaw )
return yaw
end
self.target_yaw = yaw
self.delay = delay
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return self.target_yaw
end
-- global function to set mob yaw
function mobs : yaw ( self , yaw , delay )
set_yaw ( self , yaw , delay )
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end
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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
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-- set defined animation
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local set_animation = function ( self , anim )
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if not self.animation
or not anim then return end
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self.animation . current = self.animation . current or " "
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if anim == self.animation . current
or not self.animation [ anim .. " _start " ]
or not self.animation [ anim .. " _end " ] then
return
end
self.animation . current = anim
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self.object : set_animation ( {
x = self.animation [ anim .. " _start " ] ,
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y = self.animation [ anim .. " _end " ] } ,
self.animation [ anim .. " _speed " ] or self.animation . speed_normal or 15 ,
0 , self.animation [ anim .. " _loop " ] ~= false )
end
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-- above function exported for mount.lua
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function mobs : set_animation ( self , anim )
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set_animation ( self , anim )
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end
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-- Returns true is node can deal damage to self
local is_node_dangerous = 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 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 ] . drowning > 0 then
if self.breath_max ~= - 1 then
return true
end
end
if minetest.registered_nodes [ nn ] . damage_per_second > 0 then
return true
end
return false
end
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-- check line of sight (BrunoMine)
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local line_of_sight = function ( self , pos1 , pos2 , stepsize )
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stepsize = stepsize or 1
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local s , pos = minetest.line_of_sight ( pos1 , pos2 , stepsize )
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-- normal walking and flying mobs can see you through air
if s == true then
return true
end
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-- New pos1 to be analyzed
local npos1 = { x = pos1.x , y = pos1.y , z = pos1.z }
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local r , pos = minetest.line_of_sight ( npos1 , pos2 , stepsize )
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-- Checks the return
if r == true then return true end
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-- Nodename found
local nn = minetest.get_node ( pos ) . name
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-- Target Distance (td) to travel
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local td = vector.distance ( pos1 , pos2 )
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-- Actual Distance (ad) traveled
local ad = 0
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-- 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 ]
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and minetest.registered_nodes [ nn ] . walkable == false do
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-- Check if you can still move forward
if td < ad + stepsize then
return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = vector.distance ( pos1 , pos2 )
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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
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-- NaN checks
if d == 0
or npos1.x ~= npos1.x
or npos1.y ~= npos1.y
or npos1.z ~= npos1.z then
return false
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end
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ad = ad + stepsize
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-- 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
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end
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return false
end
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-- are we flying in what we are suppose to? (taikedz)
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local flight_check = function ( self )
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local nod = self.standing_in
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local def = minetest.registered_nodes [ nod ]
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if not def then return false end -- nil check
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local fly_in
if type ( self.fly_in ) == " string " then
fly_in = { self.fly_in }
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elseif type ( self.fly_in ) == " table " then
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fly_in = self.fly_in
else
return false
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end
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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
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end
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return false
end
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-- custom particle effects
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local effect = function ( pos , amount , texture , min_size , max_size , radius , gravity , glow , go_down )
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radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or - 10
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glow = glow or 0
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go_down = go_down or false
local ym
if go_down then
ym = 0
else
ym = - radius
end
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minetest.add_particlespawner ( {
amount = amount ,
time = 0.25 ,
minpos = pos ,
maxpos = pos ,
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minvel = { x = - radius , y = ym , z = - radius } ,
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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 ,
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glow = glow ,
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} )
end
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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
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local texture = " mobs_blood.png "
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-- 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
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local update_tag = function ( self )
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self.object : set_properties ( {
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nametag = self.nametag ,
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} )
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end
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-- drop items
local item_drop = function ( self , cooked )
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-- no drops if disabled by setting
if not mobs_drop_items then return end
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-- no drops for child mobs (except monster)
if ( self.child and self.type ~= " monster " ) then
return
end
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local obj , item , num
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local pos = self.object : get_pos ( )
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self.drops = self.drops or { } -- nil check
for n = 1 , # self.drops do
if random ( 1 , self.drops [ n ] . chance ) == 1 then
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num = random ( self.drops [ n ] . min or 1 , self.drops [ n ] . max or 1 )
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item = self.drops [ n ] . 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
obj = minetest.add_item ( pos , ItemStack ( item .. " " .. num ) )
if obj and obj : get_luaentity ( ) then
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obj : set_velocity ( {
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x = random ( - 10 , 10 ) / 9 ,
y = 6 ,
z = random ( - 10 , 10 ) / 9 ,
} )
elseif obj then
obj : remove ( ) -- item does not exist
end
end
end
self.drops = { }
end
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-- check if mob is dead or only hurt
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local check_for_death = function ( self , cause , cmi_cause )
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-- has health actually changed?
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if self.health == self.old_health and self.health > 0 then
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return
end
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local damaged = self.health < self.old_health
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self.old_health = self.health
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-- still got some health?
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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
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-- play damage sound if health was reduced and make mob flash red.
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if damaged then
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add_texture_mod ( self , " ^[colorize:#FF000040 " )
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minetest.after ( .2 , function ( self )
if self and self.object then
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remove_texture_mod ( self , " ^[colorize:#FF000040 " )
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end
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end , self )
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mob_sound ( self , " damage " )
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end
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-- backup nametag so we can show health stats
if not self.nametag2 then
self.nametag2 = self.nametag or " "
end
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if show_health
and ( cmi_cause and cmi_cause.type == " punch " ) then
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self.htimer = 2
self.nametag = " ♥ " .. self.health .. " / " .. self.hp_max
update_tag ( self )
end
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return false
end
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-- dropped cooked item if mob died in fire or lava
if cause == " lava " or cause == " fire " then
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item_drop ( self , true )
else
item_drop ( self , nil )
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end
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mob_sound ( self , " death " )
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local pos = self.object : get_pos ( )
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-- execute custom death function
if self.on_die then
self.on_die ( self , pos )
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if use_cmi then
cmi.notify_die ( self.object , cmi_cause )
end
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self.object : remove ( )
return true
end
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-- default death function and die animation (if defined)
if self.animation
and self.animation . die_start
and self.animation . die_end then
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local frames = self.animation . die_end - self.animation . die_start
local speed = self.animation . die_speed or 15
local length = max ( frames / speed , 0 )
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self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.passive = true
self.state = " die "
set_velocity ( self , 0 )
set_animation ( self , " die " )
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minetest.after ( length , function ( self )
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if not self.object : get_luaentity ( ) then
return
end
if use_cmi then
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cmi.notify_die ( self.object , cmi_cause )
end
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self.object : remove ( )
end , self )
else
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if use_cmi then
cmi.notify_die ( self.object , cmi_cause )
end
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self.object : remove ( )
end
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effect ( pos , 20 , " tnt_smoke.png " )
return true
end
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-- check if within physical map limits (-30911 to 30927)
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local within_limits = function ( pos , radius )
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if ( pos.x - radius ) > - 30913
and ( pos.x + radius ) < 30928
and ( pos.y - radius ) > - 30913
and ( pos.y + radius ) < 30928
and ( pos.z - radius ) > - 30913
and ( pos.z + radius ) < 30928 then
return true -- within limits
end
return false -- beyond limits
end
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-- is mob facing a cliff or danger
local is_at_cliff_or_danger = function ( self )
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if self.fear_height == 0 then -- 0 for no falling protection!
return false
end
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local yaw = self.object : get_yaw ( )
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local dir_x = - sin ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
local dir_z = cos ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
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local pos = self.object : get_pos ( )
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local ypos = pos.y + self.collisionbox [ 2 ] -- just above floor
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local free_fall , blocker = minetest.line_of_sight (
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{ x = pos.x + dir_x , y = ypos , z = pos.z + dir_z } ,
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{ x = pos.x + dir_x , y = ypos - self.fear_height , z = pos.z + dir_z } )
if free_fall then
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return true
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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 ]
return ( not def and def.walkable )
end
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end
return false
end
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-- get node but use fallback for nil or unknown
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local node_ok = function ( pos , fallback )
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fallback = fallback or mobs.fallback_node
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local node = minetest.get_node_or_nil ( pos )
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if node and minetest.registered_nodes [ node.name ] then
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return node
end
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return minetest.registered_nodes [ fallback ]
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end
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-- environmental damage (water, lava, fire, light etc.)
local do_env_damage = function ( self )
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-- 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
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update_tag ( self )
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end
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local pos = self.object : get_pos ( )
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self.time_of_day = minetest.get_timeofday ( )
-- remove mob if beyond map limits
if not within_limits ( pos , 0 ) then
self.object : remove ( )
return
end
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local deal_light_damage = function ( self , pos , damage )
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if not ( mod_weather and ( mcl_weather.rain . raining or mcl_weather.state == " snow " ) and mcl_weather.is_outdoor ( pos ) ) then
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self.health = self.health - damage
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effect ( pos , 5 , " tnt_smoke.png " )
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if check_for_death ( self , " light " , { type = " light " } ) then return end
end
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end
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-- bright light harms mob
if self.light_damage ~= 0 and ( minetest.get_node_light ( pos ) or 0 ) > 12 then
deal_light_damage ( self , pos , self.light_damage )
end
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local _ , dim = nil , " overworld "
if mod_worlds then
_ , dim = mcl_worlds.y_to_layer ( pos.y )
end
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if self.sunlight_damage ~= 0 and ( minetest.get_node_light ( pos ) or 0 ) >= minetest.LIGHT_MAX and dim == " overworld " then
deal_light_damage ( self , pos , self.sunlight_damage )
end
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local y_level = self.collisionbox [ 2 ]
if self.child then
y_level = self.collisionbox [ 2 ] * 0.5
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end
-- what is mob standing in?
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pos.y = pos.y + y_level + 0.25 -- foot level
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local pos2 = { x = pos.x , y = pos.y - 1 , z = pos.z }
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self.standing_in = node_ok ( pos , " air " ) . name
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self.standing_on = node_ok ( pos2 , " air " ) . name
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-- don't fall when on ignore, just stand still
if self.standing_in == " ignore " then
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self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
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end
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local nodef = minetest.registered_nodes [ self.standing_in ]
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2018-05-30 13:01:53 +03:00
-- rain
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if self.rain_damage > 0 and mod_weather then
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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 end
end
end
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pos.y = pos.y + 1 -- for particle effect position
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-- water damage
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if self.water_damage > 0
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and nodef.groups . water then
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if self.water_damage ~= 0 then
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self.health = self.health - self.water_damage
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effect ( pos , 5 , " tnt_smoke.png " , nil , nil , 1 , nil )
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if check_for_death ( self , " water " , { type = " environment " ,
pos = pos , node = self.standing_in } ) then return end
end
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-- lava damage
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elseif self.lava_damage > 0
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and ( nodef.groups . lava ) then
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if self.lava_damage ~= 0 then
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self.health = self.health - self.lava_damage
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effect ( pos , 5 , " fire_basic_flame.png " , nil , nil , 1 , nil )
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if check_for_death ( self , " lava " , { type = " environment " ,
pos = pos , node = self.standing_in } ) then return end
end
2017-05-25 11:33:19 +03:00
2019-10-02 19:43:48 +03:00
-- fire damage
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elseif self.fire_damage > 0
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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 end
end
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-- damage_per_second node check
elseif nodef.damage_per_second ~= 0 then
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self.health = self.health - nodef.damage_per_second
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2017-07-05 02:52:39 +03:00
effect ( pos , 5 , " tnt_smoke.png " )
if check_for_death ( self , " dps " , { type = " environment " ,
pos = pos , node = self.standing_in } ) then return end
end
2019-10-02 19:28:28 +03:00
-- 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
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local dmg
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if nodef.drowning > 0 then
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dmg = nodef.drowning
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else
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dmg = 4
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end
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damage_effect ( self , dmg )
self.health = self.health - dmg
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end
if check_for_death ( self , " drowning " , { type = " environment " ,
pos = pos , node = self.standing_in } ) then return end
else
self.breath = math.min ( self.breath_max , self.breath + 1 )
end
end
2019-01-31 08:23:35 +02:00
--- 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
-- 2 damage per second
-- TODO: Deal this damage once every 1/2 second
self.health = self.health - 2
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if check_for_death ( self , " suffocation " , { type = " environment " ,
pos = pos , node = self.standing_in } ) then return end
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end
2019-01-31 08:23:35 +02:00
2017-07-05 02:52:39 +03:00
check_for_death ( self , " " , { type = " unknown " } )
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end
2017-05-25 11:33:19 +03:00
2017-01-16 18:40:08 +02:00
-- jump if facing a solid node (not fences or gates)
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local do_jump = function ( self )
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if not self.jump
or self.jump_height == 0
or self.fly
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or ( self.child and self.type ~= " monster " )
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or self.order == " stand " then
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return false
end
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self.facing_fence = false
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-- something stopping us while moving?
if self.state ~= " stand "
and get_velocity ( self ) > 0.5
2019-03-06 05:38:57 +02:00
and self.object : get_velocity ( ) . y ~= 0 then
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return false
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end
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local pos = self.object : get_pos ( )
local yaw = self.object : get_yaw ( )
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-- 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
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return false
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end
-- where is front
local dir_x = - sin ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
local dir_z = cos ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
-- what is in front of mob?
2020-01-20 17:08:59 +02:00
nod = node_ok ( {
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x = pos.x + dir_x ,
y = pos.y + 0.5 ,
z = pos.z + dir_z
} )
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-- 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
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} , " air " )
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-- we don't attempt to jump if there's a stack of blocks blocking
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if minetest.registered_nodes [ nodTop.name ] == true then
2019-08-30 05:31:14 +03:00
return false
end
2017-01-16 18:40:08 +02:00
-- thin blocks that do not need to be jumped
2017-07-25 05:30:23 +03:00
if nod.name == node_snow then
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return false
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end
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if self.walk_chance == 0
or minetest.registered_items [ nod.name ] . walkable then
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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
2017-01-16 18:40:08 +02:00
2019-03-06 05:38:57 +02:00
local v = self.object : get_velocity ( )
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2017-11-04 01:22:43 +02:00
v.y = self.jump_height
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2017-11-04 01:22:43 +02:00
set_animation ( self , " jump " ) -- only when defined
2017-01-16 18:40:08 +02:00
2019-03-06 05:38:57 +02:00
self.object : set_velocity ( v )
2017-01-16 18:40:08 +02:00
2018-05-29 18:00:30 +03:00
-- when in air move forward
minetest.after ( 0.3 , function ( self , v )
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if not self.object or not self.object : get_luaentity ( ) then
2018-06-03 17:13:46 +03:00
return
end
2018-05-29 18:00:30 +03:00
self.object : set_acceleration ( {
2018-06-03 01:56:29 +03:00
x = v.x * 2 ,
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y = 0 ,
2018-06-03 01:56:29 +03:00
z = v.z * 2 ,
2018-05-29 18:00:30 +03:00
} )
end , self , v )
2019-03-09 01:24:53 +02:00
if self.jump_sound_cooloff <= 0 then
2019-12-09 13:17:51 +02:00
mob_sound ( self , " jump " )
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self.jump_sound_cooloff = 0.5
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end
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else
self.facing_fence = true
end
2017-01-16 18:40:08 +02:00
2019-02-06 09:51:09 +02:00
-- 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
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return true
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end
2017-05-25 11:33:19 +03:00
return false
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end
2017-05-25 11:33:19 +03:00
2017-01-16 18:40:08 +02:00
-- blast damage to entities nearby (modified from TNT mod)
2017-07-05 02:52:39 +03:00
local entity_physics = function ( pos , radius )
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radius = radius * 2
local objs = minetest.get_objects_inside_radius ( pos , radius )
local obj_pos , dist
for n = 1 , # objs do
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obj_pos = objs [ n ] : get_pos ( )
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2019-12-08 19:48:49 +02:00
dist = vector.distance ( pos , obj_pos )
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if dist < 1 then dist = 1 end
local damage = floor ( ( 4 / dist ) * radius )
local ent = objs [ n ] : get_luaentity ( )
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-- punches work on entities AND players
objs [ n ] : punch ( objs [ n ] , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = damage } ,
2017-11-04 01:22:43 +02:00
} , pos )
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end
end
2017-05-25 11:33:19 +03:00
2017-01-16 18:40:08 +02:00
-- should mob follow what I'm holding ?
2017-07-05 02:52:39 +03:00
local follow_holding = function ( self , clicker )
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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
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-- find two animals of same type and breed if nearby and horny
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local breed = function ( self )
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-- child takes 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 ,
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selectionbox = self.base_selbox ,
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} )
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-- 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
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self.object : set_velocity ( {
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x = 0 ,
y = self.jump_height ,
z = 0
} )
end
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end
return
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 then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= 240 then
self.hornytimer = 0
self.horny = false
end
end
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-- find another same animal who is also horny and mate if nearby
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if self.horny == true
and self.hornytimer <= 40 then
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local pos = self.object : get_pos ( )
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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 <= 40 then
num = num + 1
end
-- found your mate? then have a baby
if num > 1 then
self.hornytimer = 41
ent.hornytimer = 41
-- spawn baby
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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
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-- custom breed function
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if parent1.on_breed then
-- when false, skip going any further
if parent1.on_breed ( parent1 , parent2 ) == false then
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return
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end
end
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local child = mobs : spawn_child ( pos , parent1.name )
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local ent_c = child : get_luaentity ( )
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-- Use texture of one of the parents
local p = math.random ( 1 , 2 )
if p == 1 then
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ent_c.base_texture = parent1.base_texture
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else
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ent_c.base_texture = parent2.base_texture
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end
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child : set_properties ( {
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textures = ent_c.base_texture
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} )
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-- tamed and owned by parents' owner
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ent_c.tamed = true
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ent_c.owner = parent1.owner
end , self , ent , pos )
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num = 0
break
end
end
end
end
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-- find and replace what mob is looking for (grass, wheat etc.)
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local replace = function ( self , pos )
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if not self.replace_rate
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or not self.replace_what
or self.child == true
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or self.object : get_velocity ( ) . y ~= 0
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or random ( 1 , self.replace_rate ) > 1 then
return
end
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local what , with , y_offset
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if type ( self.replace_what [ 1 ] ) == " table " then
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local num = random ( # self.replace_what )
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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
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pos.y = pos.y + y_offset
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if # minetest.find_nodes_in_area ( pos , pos , what ) > 0 then
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local oldnode = { name = what }
local newnode = { name = with }
local on_replace_return
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if self.on_replace then
on_replace_return = self.on_replace ( self , pos , oldnode , newnode )
end
if on_replace_return ~= false then
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if mobs_griefing then
minetest.set_node ( pos , { name = with } )
end
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end
end
end
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-- check if daytime and also if mob is docile during daylight hours
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local day_docile = function ( self )
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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
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local los_switcher = false
local height_switcher = false
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
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local smart_mobs = function ( self , s , p , dist , dtime )
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local s1 = self.path . lastpos
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local target_pos = self.attack : get_pos ( )
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-- is it becoming stuck?
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if abs ( s1.x - s.x ) + abs ( s1.z - s.z ) < .5 then
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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 }
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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 )
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-- im stuck, search for path
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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 )
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if not self.object : get_luaentity ( ) then
return
end
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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 )
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if not self.object : get_luaentity ( ) then
return
end
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if has_lineofsight then self.path . following = false end
end , self )
end
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if ( self.path . stuck_timer > stuck_path_timeout and self.path . following ) then
use_pathfind = true
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self.path . stuck_timer = 0
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minetest.after ( 1 , function ( self )
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if not self.object : get_luaentity ( ) then
return
end
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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
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-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
local sheight = self.collisionbox [ 5 ] - self.collisionbox [ 2 ]
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = floor ( s.x + 0.5 )
s.z = floor ( s.z + 0.5 )
local ssight , sground = minetest.line_of_sight ( s , {
x = s.x , y = s.y - 4 , z = s.z } , 1 )
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
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local p1 = self.attack : get_pos ( )
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p1.x = floor ( p1.x + 0.5 )
p1.y = floor ( p1.y + 0.5 )
p1.z = floor ( p1.z + 0.5 )
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local dropheight = 12
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if self.fear_height ~= 0 then dropheight = self.fear_height end
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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 " )
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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
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if self.pathfinding == 2 and mobs_griefing then
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-- is player higher than mob?
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if s.y < p1.y then
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-- build upwards
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if not minetest.is_protected ( s , " " ) then
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local ndef1 = minetest.registered_nodes [ self.standing_in ]
if ndef1 and ( ndef1.buildable_to or ndef1.groups . liquid ) then
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minetest.set_node ( s , { name = mobs.fallback_node } )
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end
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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
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-- remove one block above to make room to jump
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if not minetest.is_protected ( s , " " ) then
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local node1 = node_ok ( s , " air " ) . name
local ndef1 = minetest.registered_nodes [ node1 ]
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if node1 ~= " air "
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and node1 ~= " ignore "
and ndef1
and not ndef1.groups . level
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and not ndef1.groups . unbreakable
and not ndef1.groups . liquid then
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minetest.set_node ( s , { name = " air " } )
minetest.add_item ( s , ItemStack ( node1 ) )
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end
end
s.y = s.y - sheight
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self.object : set_pos ( { x = s.x , y = s.y + 2 , z = s.z } )
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else -- dig 2 blocks to make door toward player direction
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local yaw1 = self.object : get_yaw ( ) + pi / 2
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local p1 = {
x = s.x + cos ( yaw1 ) ,
y = s.y ,
z = s.z + sin ( yaw1 )
}
if not minetest.is_protected ( p1 , " " ) then
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local node1 = node_ok ( p1 , " air " ) . name
local ndef1 = minetest.registered_nodes [ node1 ]
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if node1 ~= " air "
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and node1 ~= " ignore "
and ndef1
and not ndef1.groups . level
and not ndef1.groups . unbreakable
and not ndef1.groups . liquid then
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minetest.add_item ( p1 , ItemStack ( node1 ) )
minetest.set_node ( p1 , { name = " air " } )
end
p1.y = p1.y + 1
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node1 = node_ok ( p1 , " air " ) . name
ndef1 = minetest.registered_nodes [ node1 ]
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if node1 ~= " air "
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and node1 ~= " ignore "
and ndef1
and not ndef1.groups . level
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and not ndef1.groups . unbreakable
and not ndef1.groups . liquid then
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minetest.add_item ( p1 , ItemStack ( node1 ) )
minetest.set_node ( p1 , { name = " air " } )
end
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end
end
end
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-- will try again in 2 seconds
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self.path . stuck_timer = stuck_timeout - 2
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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!
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-- TODO: Implement war_cry sound without being annoying
2019-12-09 13:17:51 +02:00
--mob_sound(self, "war_cry", true)
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else
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set_velocity ( self , self.walk_velocity )
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-- follow path now that it has it
self.path . following = true
end
end
end
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-- specific attacks
local specific_attack = function ( list , what )
-- no list so attack default (player, animals etc.)
if list == nil then
return true
end
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-- found entity on list to attack?
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for no = 1 , # list do
if list [ no ] == what then
return true
end
end
return false
end
-- monster find someone to attack
local monster_attack = function ( self )
if self.type ~= " monster "
or not damage_enabled
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or creative
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or self.state == " attack "
or day_docile ( self ) then
return
end
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local s = self.object : get_pos ( )
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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
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if mobs.invis [ objs [ n ] : get_player_name ( ) ] 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 ]
type = " player "
name = " player "
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end
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else
obj = objs [ n ] : get_luaentity ( )
if obj then
player = obj.object
type = obj.type
name = obj.name or " "
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end
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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 "
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or ( type == " animal " and self.attack_animals == true ) ) then
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p = player : get_pos ( )
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sp = s
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dist = vector.distance ( p , s )
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-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
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-- 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
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end
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end
end
-- attack player
if min_player then
do_attack ( self , min_player )
end
end
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-- npc, find closest monster to attack
local npc_attack = function ( self )
if self.type ~= " npc "
or not self.attacks_monsters
or self.state == " attack " then
return
end
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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
local objs = minetest.get_objects_inside_radius ( s , self.view_range )
for n = 1 , # objs do
obj = objs [ n ] : get_luaentity ( )
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if obj and obj.type == " monster " then
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p = obj.object : get_pos ( )
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sp = s
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local dist = vector.distance ( p , s )
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2018-05-29 18:00:30 +03:00
-- 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
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min_dist = dist
min_player = obj.object
end
end
end
if min_player then
do_attack ( self , min_player )
end
end
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-- specific runaway
local specific_runaway = function ( list , what )
-- no list so do not run
if list == nil then
return false
end
-- found entity on list to attack?
for no = 1 , # list do
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if list [ no ] == what then
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return true
end
end
return false
end
-- find someone to runaway from
local runaway_from = function ( self )
if not self.runaway_from 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
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if mobs.invis [ objs [ n ] : get_player_name ( ) ]
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or self.owner == objs [ n ] : get_player_name ( )
or ( not object_in_range ( self , objs [ n ] ) ) then
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type = " "
else
player = objs [ n ]
type = " player "
name = " player "
end
else
obj = objs [ n ] : get_luaentity ( )
if obj then
player = obj.object
type = obj.type
name = obj.name or " "
end
end
-- find specific mob to runaway from
if name ~= " " and name ~= self.name
and specific_runaway ( self.runaway_from , name ) then
p = player : get_pos ( )
sp = s
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
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dist = vector.distance ( p , s )
2018-01-26 19:06:32 +02:00
2018-05-29 18:00:30 +03:00
-- choose closest player/mpb to runaway from
if dist < min_dist
and line_of_sight ( self , sp , p , 2 ) == true then
min_dist = dist
min_player = player
2018-01-26 19:06:32 +02:00
end
end
end
if min_player then
local lp = player : get_pos ( )
local vec = {
x = lp.x - s.x ,
y = lp.y - s.y ,
z = lp.z - s.z
}
local yaw = ( atan ( vec.z / vec.x ) + 3 * pi / 2 ) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
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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
end
end
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-- follow player if owner or holding item, if fish outta water then flop
local follow_flop = function ( self )
-- find player to follow
if ( self.follow ~= " "
or self.order == " follow " )
and not self.following
and self.state ~= " attack "
and self.state ~= " runaway " then
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local s = self.object : get_pos ( )
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local players = minetest.get_connected_players ( )
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
self.following = players [ n ]
break
end
end
end
if self.type == " npc "
and self.order == " follow "
and self.state ~= " attack "
and self.owner ~= " " then
-- npc stop following player if not owner
if self.following
and self.owner
and self.owner ~= self.following : get_player_name ( ) then
self.following = nil
end
else
-- stop following player if not holding specific item
if self.following
and self.following : is_player ( )
and follow_holding ( self , self.following ) == false then
self.following = nil
end
end
-- follow that thing
if self.following then
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local s = self.object : get_pos ( )
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local p
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
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
2017-01-16 18:40:08 +02:00
self.following = nil
else
local vec = {
x = p.x - s.x ,
z = p.z - s.z
}
local yaw = ( atan ( vec.z / vec.x ) + pi / 2 ) - self.rotate
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if p.x > s.x then yaw = yaw + pi end
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2020-01-20 17:08:59 +02:00
set_yaw ( self , yaw , 6 )
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-- anyone but standing npc's can move along
if dist > self.reach
and self.order ~= " stand " then
set_velocity ( self , self.walk_velocity )
if self.walk_chance ~= 0 then
set_animation ( self , " walk " )
end
else
set_velocity ( self , 0 )
set_animation ( self , " stand " )
end
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return
end
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end
end
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-- swimmers flop when out of their element, and swim again when back in
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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2017-05-25 11:33:19 +03:00
self.state = " flop "
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self.object : set_velocity ( { x = 0 , y = - 5 , z = 0 } )
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2017-05-25 11:33:19 +03:00
set_animation ( self , " stand " )
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2017-05-25 11:33:19 +03:00
return
elseif self.state == " flop " then
self.state = " stand "
end
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end
end
2017-05-25 11:33:19 +03:00
2017-01-16 18:40:08 +02:00
-- dogshoot attack switch and counter function
local dogswitch = function ( self , dtime )
-- switch mode not activated
if not self.dogshoot_switch
or not dtime then
return 0
end
self.dogshoot_count = self.dogshoot_count + dtime
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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
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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
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2017-01-16 18:40:08 +02:00
-- execute current state (stand, walk, run, attacks)
local do_states = function ( self , dtime )
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local yaw = self.object : get_yaw ( ) or 0
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if self.state == " stand " then
if random ( 1 , 4 ) == 1 then
local lp = nil
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local s = self.object : get_pos ( )
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local objs = minetest.get_objects_inside_radius ( s , 3 )
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2017-05-25 11:33:19 +03:00
for n = 1 , # objs do
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2017-05-25 11:33:19 +03:00
if objs [ n ] : is_player ( ) then
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lp = objs [ n ] : get_pos ( )
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break
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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 ) + pi / 2 ) - self.rotate
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if lp.x > s.x then yaw = yaw + pi end
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else
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yaw = yaw + random ( - 0.5 , 0.5 )
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end
2018-05-29 18:00:30 +03:00
yaw = set_yaw ( self , yaw , 8 )
2017-01-16 18:40:08 +02:00
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
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and self.facing_fence ~= true
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and random ( 1 , 100 ) <= self.walk_chance
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and is_at_cliff_or_danger ( self ) == false then
2017-01-16 18:40:08 +02:00
set_velocity ( self , self.walk_velocity )
self.state = " walk "
set_animation ( self , " walk " )
end
end
elseif self.state == " walk " then
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local s = self.object : get_pos ( )
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local lp = nil
-- is there something I need to avoid?
2020-01-30 00:11:20 +02:00
if ( self.water_damage > 0
and self.lava_damage > 0 )
or self.breath_max ~= - 1 then
2017-01-16 18:40:08 +02:00
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 " } )
2020-01-30 00:11:20 +02:00
elseif self.fire_damage > 0 then
lp = minetest.find_node_near ( s , 1 , { " group:fire " } )
2017-01-16 18:40:08 +02:00
end
2020-01-30 19:04:50 +02:00
local is_in_danger = false
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if lp then
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-- If mob in or on dangerous block, look for land
2020-01-30 19:04:50 +02:00
if ( is_node_dangerous ( self , self.standing_in ) or
is_node_dangerous ( self , self.standing_on ) ) then
is_in_danger = true
2017-05-25 11:33:19 +03:00
2020-01-30 00:11:20 +02:00
lp = minetest.find_node_near ( s , 5 , { " group:solid " } )
2017-05-25 11:33:19 +03:00
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x ,
z = lp.z - s.z
}
yaw = ( atan ( vec.z / vec.x ) + pi / 2 ) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
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-- look towards land and jump/move in that direction
2018-05-29 18:00:30 +03:00
yaw = set_yaw ( self , yaw , 6 )
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do_jump ( self )
set_velocity ( self , self.walk_velocity )
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else
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yaw = yaw + random ( - 0.5 , 0.5 )
2017-05-25 11:33:19 +03:00
end
2020-01-30 00:11:20 +02:00
-- A danger is near but mob is not inside
2017-05-25 11:33:19 +03:00
else
2020-01-30 00:11:20 +02:00
-- Randomly turn
if random ( 1 , 100 ) <= 30 then
yaw = yaw + random ( - 0.5 , 0.5 )
yaw = set_yaw ( self , yaw , 8 )
end
2017-01-16 18:40:08 +02:00
end
2018-05-29 18:00:30 +03:00
yaw = set_yaw ( self , yaw , 8 )
2017-01-16 18:40:08 +02:00
-- otherwise randomly turn
elseif random ( 1 , 100 ) <= 30 then
2017-08-06 13:49:13 +03:00
yaw = yaw + random ( - 0.5 , 0.5 )
2018-05-29 18:00:30 +03:00
yaw = set_yaw ( self , yaw , 8 )
2017-01-16 18:40:08 +02:00
end
2020-01-30 19:04:50 +02:00
-- 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
2017-11-04 01:22:43 +02:00
if self.facing_fence == true
2020-01-30 19:04:50 +02:00
or cliff_or_danger
2017-01-16 18:40:08 +02:00
or random ( 1 , 100 ) <= 30 then
set_velocity ( self , 0 )
self.state = " stand "
set_animation ( self , " stand " )
else
2020-01-30 00:11:20 +02:00
2017-01-16 18:40:08 +02:00
set_velocity ( self , self.walk_velocity )
2017-05-25 11:33:19 +03:00
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
2017-01-16 18:40:08 +02:00
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
2020-01-30 19:04:50 +02:00
or is_at_cliff_or_danger ( self ) then
2017-01-16 18:40:08 +02:00
self.runaway_timer = 0
set_velocity ( self , 0 )
self.state = " stand "
set_animation ( self , " stand " )
else
set_velocity ( self , self.run_velocity )
set_animation ( self , " walk " )
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == " attack " then
-- calculate distance from mob and enemy
2017-11-04 01:22:43 +02:00
local s = self.object : get_pos ( )
local p = self.attack : get_pos ( ) or s
2019-12-08 19:48:49 +02:00
local dist = vector.distance ( p , s )
2017-01-16 18:40:08 +02:00
2018-03-31 01:18:40 +03:00
-- stop attacking if player invisible or out of range
2020-02-25 17:09:26 +02:00
if not self.attack
2017-11-04 01:22:43 +02:00
or not self.attack : get_pos ( )
2020-02-25 17:09:26 +02:00
or not object_in_range ( self , self.attack )
2017-01-16 18:40:08 +02:00
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
2018-05-29 18:00:30 +03:00
self.path . way = nil
2017-01-16 18:40:08 +02:00
return
end
if self.attack_type == " explode " then
local vec = {
x = p.x - s.x ,
z = p.z - s.z
}
2017-05-25 11:33:19 +03:00
yaw = ( atan ( vec.z / vec.x ) + pi / 2 ) - self.rotate
2017-01-16 18:40:08 +02:00
2017-05-25 11:33:19 +03:00
if p.x > s.x then yaw = yaw + pi end
2017-01-16 18:40:08 +02:00
2018-05-29 18:00:30 +03:00
yaw = set_yaw ( self , yaw )
2017-01-16 18:40:08 +02:00
2018-03-31 01:18:40 +03:00
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
2017-11-04 01:22:43 +02:00
self.v_start = true
self.timer = 0
self.blinktimer = 0
2019-12-09 13:17:51 +02:00
mob_sound ( self , " fuse " , nil , false )
2018-03-31 01:18:40 +03:00
2018-03-31 04:51:49 +03:00
-- stop timer if out of reach or direct line of sight
2018-03-31 01:18:40 +03:00
elseif self.allow_fuse_reset
and self.v_start
2018-03-31 04:51:49 +03:00
and ( dist > self.reach
2018-03-31 01:18:40 +03:00
or not line_of_sight ( self , s , p , 2 ) ) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
2019-09-10 17:00:41 +03:00
remove_texture_mod ( self , " ^[brighten " )
2017-11-04 01:22:43 +02:00
end
2017-01-16 18:40:08 +02:00
2018-03-31 01:18:40 +03:00
-- walk right up to player unless the timer is active
if self.v_start and ( self.stop_to_explode or dist < 1.5 ) then
2017-11-04 01:22:43 +02:00
set_velocity ( self , 0 )
else
set_velocity ( self , self.run_velocity )
end
2017-01-16 18:40:08 +02:00
2017-11-04 01:22:43 +02:00
if self.animation and self.animation . run_start then
set_animation ( self , " run " )
2017-01-16 18:40:08 +02:00
else
2017-11-04 01:22:43 +02:00
set_animation ( self , " walk " )
end
if self.v_start then
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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
2019-09-10 17:00:41 +03:00
remove_texture_mod ( self , " ^[brighten " )
2015-06-29 20:55:56 +03:00
else
2019-09-10 17:00:41 +03:00
add_texture_mod ( self , " ^[brighten " )
2015-06-29 20:55:56 +03:00
end
2017-01-16 18:40:08 +02:00
self.blinkstatus = not self.blinkstatus
2015-06-29 20:55:56 +03:00
end
2017-01-16 18:40:08 +02:00
2017-11-04 01:22:43 +02:00
if self.timer > self.explosion_timer then
2017-01-16 18:40:08 +02:00
2017-11-04 01:22:43 +02:00
local pos = self.object : get_pos ( )
2017-01-16 18:40:08 +02:00
-- dont damage anything if area protected or next to water
if minetest.find_node_near ( pos , 1 , { " group:water " } )
or minetest.is_protected ( pos , " " ) then
2018-05-29 18:00:30 +03:00
node_break_radius = 1
2017-01-16 18:40:08 +02:00
end
2017-07-25 05:30:23 +03:00
self.object : remove ( )
2017-01-16 18:40:08 +02:00
2018-06-10 17:09:28 +03:00
if mobs_griefing and mod_tnt and tnt and tnt.boom
2017-07-25 05:30:23 +03:00
and not minetest.is_protected ( pos , " " ) then
2017-01-16 18:40:08 +02:00
2017-07-25 05:30:23 +03:00
tnt.boom ( pos , {
2018-03-31 01:18:40 +03:00
radius = node_break_radius ,
damage_radius = entity_damage_radius ,
2017-07-25 05:30:23 +03:00
sound = self.sounds . explode ,
2020-02-05 04:11:32 +02:00
is_tnt = false ,
2017-07-25 05:30:23 +03:00
} )
else
2017-01-16 18:40:08 +02:00
2017-07-25 05:30:23 +03:00
minetest.sound_play ( self.sounds . explode , {
pos = pos ,
gain = 1.0 ,
max_hear_distance = self.sounds . distance or 32
} )
2018-03-31 01:18:40 +03:00
entity_physics ( pos , entity_damage_radius )
effect ( pos , 32 , " tnt_smoke.png " , nil , nil , node_break_radius , 1 , 0 )
2017-07-25 05:30:23 +03:00
end
2017-05-25 11:33:19 +03:00
2017-01-16 18:40:08 +02:00
return
2015-06-29 20:55:56 +03:00
end
end
2017-01-16 18:40:08 +02:00
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 = floor ( p1.y )
local p2 = p
local p_y = floor ( p2.y + 1 )
2019-03-06 05:38:57 +02:00
local v = self.object : get_velocity ( )
2017-01-16 18:40:08 +02:00
2017-05-25 11:33:19 +03:00
if flight_check ( self , s ) then
2017-01-16 18:40:08 +02:00
if me_y < p_y then
2019-03-06 05:38:57 +02:00
self.object : set_velocity ( {
2017-01-16 18:40:08 +02:00
x = v.x ,
y = 1 * self.walk_velocity ,
z = v.z
} )
elseif me_y > p_y then
2019-03-06 05:38:57 +02:00
self.object : set_velocity ( {
2017-01-16 18:40:08 +02:00
x = v.x ,
y = - 1 * self.walk_velocity ,
z = v.z
} )
end
2015-06-29 20:55:56 +03:00
else
2017-01-16 18:40:08 +02:00
if me_y < p_y then
2019-03-06 05:38:57 +02:00
self.object : set_velocity ( {
2017-01-16 18:40:08 +02:00
x = v.x ,
y = 0.01 ,
z = v.z
} )
elseif me_y > p_y then
2019-03-06 05:38:57 +02:00
self.object : set_velocity ( {
2017-01-16 18:40:08 +02:00
x = v.x ,
y = - 0.01 ,
z = v.z
} )
end
2015-06-29 20:55:56 +03:00
end
2017-01-16 18:40:08 +02:00
2015-06-29 20:55:56 +03:00
end
2017-01-16 18:40:08 +02:00
-- rnd: new movement direction
if self.path . following
and self.path . way
and self.attack_type ~= " dogshoot " then
-- no paths longer than 50
if # self.path . way > 50
or dist < self.reach then
self.path . following = false
return
end
local p1 = self.path . way [ 1 ]
if not p1 then
self.path . following = false
return
end
if abs ( p1.x - s.x ) + abs ( p1.z - s.z ) < 0.6 then
-- reached waypoint, remove it from queue
table.remove ( self.path . way , 1 )
end
-- set new temporary target
p = { x = p1.x , y = p1.y , z = p1.z }
2015-06-29 20:55:56 +03:00
end
2017-01-16 18:40:08 +02:00
local vec = {
x = p.x - s.x ,
z = p.z - s.z
}
yaw = ( atan ( vec.z / vec.x ) + pi / 2 ) - self.rotate
2017-05-25 11:33:19 +03:00
if p.x > s.x then yaw = yaw + pi end
2017-01-16 18:40:08 +02:00
2018-05-29 18:00:30 +03:00
yaw = set_yaw ( self , yaw )
2017-01-16 18:40:08 +02:00
-- 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 )
2015-06-29 20:55:56 +03:00
end
2017-01-16 18:40:08 +02:00
2020-01-30 19:04:50 +02:00
if is_at_cliff_or_danger ( self ) then
2017-01-16 18:40:08 +02:00
set_velocity ( self , 0 )
set_animation ( self , " stand " )
2015-06-29 20:55:56 +03:00
else
2017-01-16 18:40:08 +02:00
if self.path . stuck then
set_velocity ( self , self.walk_velocity )
else
set_velocity ( self , self.run_velocity )
end
2017-07-29 14:34:27 +03:00
if self.animation and self.animation . run_start then
set_animation ( self , " run " )
else
set_animation ( self , " walk " )
end
2015-06-29 20:55:56 +03:00
end
2017-01-16 18:40:08 +02:00
else -- rnd: if inside reach range
self.path . stuck = false
self.path . stuck_timer = 0
self.path . following = false -- not stuck anymore
set_velocity ( self , 0 )
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and random ( 1 , 2 ) == 1 then
set_animation ( self , " punch2 " )
2015-06-29 20:55:56 +03:00
else
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set_animation ( self , " punch " )
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end
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local p2 = p
local s2 = s
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p2.y = p2.y + .5
s2.y = s2.y + .5
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if line_of_sight ( self , p2 , s2 ) == true then
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-- play attack sound
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mob_sound ( self , " attack " )
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-- punch player (or what player is attached to)
local attached = self.attack : get_attach ( )
if attached then
self.attack = attached
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end
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self.attack : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = self.damage }
} , nil )
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end
end
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else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack ( self , p )
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end
end
end
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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
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local dist = vector.distance ( p , s )
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local vec = {
x = p.x - s.x ,
y = p.y - s.y ,
z = p.z - s.z
}
yaw = ( atan ( vec.z / vec.x ) + pi / 2 ) - self.rotate
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw ( self , yaw )
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set_velocity ( self , 0 )
if self.shoot_interval
and self.timer > self.shoot_interval
and random ( 1 , 100 ) <= 60 then
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self.timer = 0
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set_animation ( self , " shoot " )
-- play shoot attack sound
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mob_sound ( self , " shoot_attack " )
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local p = self.object : get_pos ( )
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p.y = p.y + ( self.collisionbox [ 2 ] + self.collisionbox [ 5 ] ) / 2
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-- Shoot arrow
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if minetest.registered_entities [ self.arrow ] then
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local arrow , ent
local v = 1
if not self.shoot_arrow then
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
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local amount = ( vec.x * vec.x + vec.y * vec.y + vec.z * vec.z ) ^ 0.5
-- offset makes shoot aim accurate
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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 )
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if self.shoot_arrow then
vec = vector.normalize ( vec )
self : shoot_arrow ( p , vec )
else
arrow : set_velocity ( vec )
end
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end
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end
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end
end
end
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-- falling and fall damage
local falling = function ( self , pos )
if self.fly then
return
end
-- floating in water (or falling)
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local v = self.object : get_velocity ( )
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if v.y > 0 then
-- apply gravity when moving up
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self.object : set_acceleration ( {
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x = 0 ,
y = - 10 ,
z = 0
} )
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 ,
y = self.fall_speed ,
z = 0
} )
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else
-- 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
-- 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 ,
y = - self.fall_speed / ( max ( 1 , v.y ) ^ 2 ) ,
z = 0
} )
end
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 " )
local damage = d - 5
if add ~= 0 then
damage = damage + damage * ( add / 100 )
end
damage = floor ( damage )
if damage > 0 then
self.health = self.health - damage
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effect ( pos , 5 , " tnt_smoke.png " , 1 , 2 , 2 , nil )
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if check_for_death ( self , " fall " , { type = " fall " } ) then
return
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
end
end
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-- deal damage and effects when mob punched
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local mob_punch = function ( self , hitter , tflp , tool_capabilities , dir )
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-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch ( self , hitter , tflp , tool_caps , dir ) == false then
return
end
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end
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-- error checking when mod profiling is enabled
if not tool_capabilities then
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minetest.log ( " warning " , " [mobs] Mod profiling enabled, damage not enabled " )
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return
end
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-- is mob protected?
if self.protected and hitter : is_player ( )
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and minetest.is_protected ( self.object : get_pos ( ) , hitter : get_player_name ( ) ) then
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return
end
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-- punch interval
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local weapon = hitter : get_wielded_item ( )
local punch_interval = 1.4
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-- exhaust attacker
if mod_hunger and hitter : is_player ( ) then
mcl_hunger.exhaust ( hitter : get_player_name ( ) , mcl_hunger.EXHAUST_ATTACK )
end
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-- 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
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if use_cmi then
damage = cmi.calculate_damage ( self.object , hitter , tflp , tool_capabilities , dir )
else
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for group , _ in pairs ( ( tool_capabilities.damage_groups or { } ) ) do
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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
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damage = damage + ( tool_capabilities.damage_groups [ group ] or 0 )
* tmp * ( ( armor [ group ] or 0 ) / 100.0 )
end
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end
-- check for tool immunity or special damage
for n = 1 , # self.immune_to do
if self.immune_to [ n ] [ 1 ] == weapon : get_name ( ) then
damage = self.immune_to [ n ] [ 2 ] or 0
break
end
end
-- healing
if damage <= - 1 then
self.health = self.health - floor ( damage )
return
end
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if use_cmi then
local cancel = cmi.notify_punch ( self.object , hitter , tflp , tool_capabilities , dir , damage )
if cancel then return end
end
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if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
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-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
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if minetest.settings : get_bool ( " creative_mode " ) ~= true
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and tool_capabilities then
if tool_capabilities.punch_attack_uses then
-- Without this delay, the wear does not work. Quite hacky ...
minetest.after ( 0 , function ( name )
local player = minetest.get_player_by_name ( name )
if not player then return end
local weapon = hitter : get_wielded_item ( player )
local def = weapon : get_definition ( )
if def.tool_capabilities and def.tool_capabilities . punch_attack_uses then
local wear = floor ( 65535 / tool_capabilities.punch_attack_uses )
weapon : add_wear ( wear )
hitter : set_wielded_item ( weapon )
end
end , hitter : get_player_name ( ) )
end
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end
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local die = false
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-- only play hit sound and show blood effects if damage is 1 or over
if damage >= 1 then
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-- weapon sounds
if weapon : get_definition ( ) . sounds ~= nil then
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local s = random ( 0 , # weapon : get_definition ( ) . sounds )
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minetest.sound_play ( weapon : get_definition ( ) . sounds [ s ] , {
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object = self.object , --hitter,
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max_hear_distance = 8
} )
else
minetest.sound_play ( " default_punch " , {
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object = self.object , --hitter,
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max_hear_distance = 5
} )
end
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damage_effect ( self , damage )
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-- do damage
self.health = self.health - floor ( damage )
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-- skip future functions if dead, except alerting others
if check_for_death ( self , " hit " , { type = " punch " , puncher = hitter } ) then
die = true
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end
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-- knock back effect (only on full punch)
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if not die
and self.knock_back
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and tflp >= punch_interval then
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local v = self.object : get_velocity ( )
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local r = 1.4 - min ( punch_interval , 1.4 )
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local kb = r * 2.0
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local up = 2
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-- if already in air then dont go up anymore when hit
if v.y > 0
or self.fly then
up = 0
end
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-- direction error check
dir = dir or { x = 0 , y = 0 , z = 0 }
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-- 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
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self.object : set_velocity ( {
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x = dir.x * kb ,
y = up ,
z = dir.z * kb
} )
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self.pause_timer = 0.25
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end
end -- END if damage
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-- if skittish then run away
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if not die and self.runaway == true then
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local lp = hitter : get_pos ( )
local s = self.object : get_pos ( )
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local vec = {
x = lp.x - s.x ,
y = lp.y - s.y ,
z = lp.z - s.z
}
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local yaw = ( atan ( vec.z / vec.x ) + 3 * pi / 2 ) - self.rotate
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if lp.x > s.x then
yaw = yaw + pi
end
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yaw = set_yaw ( self , yaw , 6 )
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self.state = " runaway "
self.runaway_timer = 0
self.following = nil
end
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local name = hitter : get_player_name ( ) or " "
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-- attack puncher and call other mobs for help
if self.passive == false
and self.state ~= " flop "
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and ( self.child == false or self.type == " monster " )
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and hitter : get_player_name ( ) ~= self.owner
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and not mobs.invis [ name ] then
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if not die then
-- attack whoever punched mob
self.state = " "
do_attack ( self , hitter )
end
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-- alert others to the attack
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local objs = minetest.get_objects_inside_radius ( hitter : get_pos ( ) , self.view_range )
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local obj = nil
for n = 1 , # objs do
obj = objs [ n ] : get_luaentity ( )
if obj then
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-- only alert members of same mob or friends
if obj.group_attack
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and obj.state ~= " attack "
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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
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end
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-- have owned mobs attack player threat
if obj.owner == name and obj.owner_loyal then
do_attack ( obj , self.object )
end
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end
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end
end
end
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local mob_detach_child = function ( self , child )
if self.driver == child then
self.driver = nil
end
end
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-- get entity staticdata
local mob_staticdata = function ( self )
-- remove mob when out of range unless tamed
if remove_far
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and self.can_despawn
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and self.remove_ok
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and ( ( not self.nametag ) or ( self.nametag == " " ) )
and self.lifetimer <= 20 then
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minetest.log ( " action " , " Mob " .. name .. " despawns in mob_staticdata at " .. minetest.pos_to_string ( self.object . get_pos ( ) ) )
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self.object : remove ( )
return " " -- nil
end
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = " stand "
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if use_cmi then
self.serialized_cmi_components = cmi.serialize_components ( self._cmi_components )
end
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local tmp = { }
for _ , stat in pairs ( self ) do
local t = type ( stat )
if t ~= " function "
and t ~= " nil "
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and t ~= " userdata "
and _ ~= " _cmi_components " then
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tmp [ _ ] = self [ _ ]
end
end
return minetest.serialize ( tmp )
end
-- activate mob and reload settings
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local mob_activate = function ( self , staticdata , def , dtime )
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-- remove monsters in peaceful mode
if self.type == " monster "
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and minetest.settings : get_bool ( " only_peaceful_mobs " , false ) then
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self.object : remove ( )
return
end
-- load entity variables
local tmp = minetest.deserialize ( staticdata )
if tmp then
for _ , stat in pairs ( tmp ) do
self [ _ ] = stat
end
end
-- select random texture, set model and size
if not self.base_texture then
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-- compatiblity with old simple mobs textures
if type ( def.textures [ 1 ] ) == " string " then
def.textures = { def.textures }
end
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self.base_texture = def.textures [ random ( 1 , # def.textures ) ]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
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self.base_selbox = self.selectionbox
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end
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-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
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-- 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
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local selbox = self.base_selbox
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-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
vis_size = {
x = self.base_size . x * .5 ,
y = self.base_size . y * .5 ,
}
if def.child_texture then
textures = def.child_texture [ 1 ]
end
colbox = {
self.base_colbox [ 1 ] * .5 ,
self.base_colbox [ 2 ] * .5 ,
self.base_colbox [ 3 ] * .5 ,
self.base_colbox [ 4 ] * .5 ,
self.base_colbox [ 5 ] * .5 ,
self.base_colbox [ 6 ] * .5
}
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selbox = {
self.base_selbox [ 1 ] * .5 ,
self.base_selbox [ 2 ] * .5 ,
self.base_selbox [ 3 ] * .5 ,
self.base_selbox [ 4 ] * .5 ,
self.base_selbox [ 5 ] * .5 ,
self.base_selbox [ 6 ] * .5
}
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end
if self.health == 0 then
self.health = random ( self.hp_min , self.hp_max )
end
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if self.breath == nil then
self.breath = self.breath_max
end
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-- pathfinding init
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self.path = { }
self.path . way = { } -- path to follow, table of positions
self.path . lastpos = { x = 0 , y = 0 , z = 0 }
self.path . stuck = false
self.path . following = false -- currently following path?
self.path . stuck_timer = 0 -- if stuck for too long search for path
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-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
2020-01-30 17:12:25 +02:00
local armor
if type ( self.armor ) == " table " then
armor = table.copy ( self.armor )
armor.immortal = 1
else
armor = { immortal = 1 , fleshy = self.armor }
end
self.object : set_armor_groups ( armor )
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self.old_y = self.object : get_pos ( ) . y
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self.old_health = self.health
self.sounds . distance = self.sounds . distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.standing_in = " ignore "
self.standing_on = " ignore "
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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self.texture_mods = { }
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self.object : set_texture_mod ( " " )
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
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-- check existing nametag
if not self.nametag then
self.nametag = def.nametag
end
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-- set anything changed above
self.object : set_properties ( self )
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set_yaw ( self , ( random ( 0 , 360 ) - 180 ) / 180 * pi , 6 )
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update_tag ( self )
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set_animation ( self , " stand " )
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-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn ( self ) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate ( self , staticdata , def , dtime )
end
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if use_cmi then
self._cmi_components = cmi.activate_components ( self.serialized_cmi_components )
cmi.notify_activate ( self.object , dtime )
end
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end
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-- main mob function
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local mob_step = function ( self , dtime )
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if use_cmi then
cmi.notify_step ( self.object , dtime )
end
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local pos = self.object : get_pos ( )
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local yaw = 0
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-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
and ( ( not self.nametag ) or ( self.nametag == " " ) ) then
-- TODO: Finish up implementation of despawning rules
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self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 then
-- only despawn away from player
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local objs = minetest.get_objects_inside_radius ( pos , 32 )
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for n = 1 , # objs do
if objs [ n ] : is_player ( ) then
self.lifetimer = 20
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return
end
end
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minetest.log ( " action " , " Mob " .. name .. " despawns in mob_step at " .. minetest.pos_to_string ( pos ) )
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self.object : remove ( )
return
end
end
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if self.jump_sound_cooloff > 0 then
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
end
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if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
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falling ( self , pos )
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-- smooth rotation by ThomasMonroe314
if self.delay and self.delay > 0 then
local yaw = self.object : get_yaw ( )
if self.delay == 1 then
yaw = self.target_yaw
else
local dif = abs ( yaw - self.target_yaw )
if yaw > self.target_yaw then
if dif > pi then
dif = 2 * pi - dif -- need to add
yaw = yaw + dif / self.delay
else
yaw = yaw - dif / self.delay -- need to subtract
end
elseif yaw < self.target_yaw then
if dif > pi then
dif = 2 * pi - dif
yaw = yaw - dif / self.delay -- need to subtract
else
yaw = yaw + dif / self.delay -- need to add
end
end
if yaw > ( pi * 2 ) then yaw = yaw - ( pi * 2 ) end
if yaw < 0 then yaw = yaw + ( pi * 2 ) end
end
self.delay = self.delay - 1
self.object : set_yaw ( yaw )
end
-- end rotation
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-- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return
end
-- run custom function (defined in mob lua file)
if self.do_custom then
-- when false skip going any further
if self.do_custom ( self , dtime ) == false then
return
end
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= " attack " then
if self.timer < 1 then
return
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
-- mob plays random sound at times
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if random ( 1 , 100 ) == 1 then
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mob_sound ( self , " random " , true )
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end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if ( self.state == " attack " and self.env_damage_timer > 1 )
or self.state ~= " attack " then
self.env_damage_timer = 0
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-- check for environmental damage (water, fire, lava etc.)
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do_env_damage ( self )
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-- node replace check (cow eats grass etc.)
replace ( self , pos )
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end
monster_attack ( self )
npc_attack ( self )
breed ( self )
follow_flop ( self )
do_states ( self , dtime )
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do_jump ( self )
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runaway_from ( self )
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end
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-- default function when mobs are blown up with TNT
local do_tnt = function ( obj , damage )
obj.object : punch ( obj.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = damage } ,
} , nil )
return false , true , { }
end
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mobs.spawning_mobs = { }
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-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function ( self , clicker )
local item = clicker : get_wielded_item ( )
-- Name mob with nametag
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if not self.ignores_nametag and item : get_name ( ) == " mcl_mobs:nametag " then
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local tag = item : get_meta ( ) : get_string ( " name " )
if tag ~= " " then
if string.len ( tag ) > MAX_MOB_NAME_LENGTH then
tag = string.sub ( tag , 1 , MAX_MOB_NAME_LENGTH )
end
self.nametag = tag
update_tag ( self )
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if not mobs.is_creative ( clicker : get_player_name ( ) ) then
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item : take_item ( )
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clicker : set_wielded_item ( item )
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end
return true
end
end
return false
end
local create_mob_on_rightclick = function ( on_rightclick )
return function ( self , clicker )
local stop = on_rightclick_prefix ( self , clicker )
if ( not stop ) and ( on_rightclick ) then
on_rightclick ( self , clicker )
end
end
end
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-- register mob entity
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function mobs : register_mob ( name , def )
mobs.spawning_mobs [ name ] = true
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local can_despawn
if def.can_despawn ~= nil then
can_despawn = def.can_despawn
else
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can_despawn = true
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end
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local function scale_difficulty ( value , default , min , special )
if ( not value ) or ( value == default ) or ( value == special ) then
return default
else
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return max ( min , value * difficulty )
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end
end
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local collisionbox = def.collisionbox or { - 0.25 , - 0.25 , - 0.25 , 0.25 , 0.25 , 0.25 }
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox [ 5 ] < 0.79 then
collisionbox [ 5 ] = 0.79
end
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minetest.register_entity ( name , {
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stepheight = def.stepheight or 0.6 ,
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name = name ,
type = def.type ,
attack_type = def.attack_type ,
fly = def.fly ,
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fly_in = def.fly_in or { " air " , " __airlike " } ,
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owner = def.owner or " " ,
order = def.order or " " ,
on_die = def.on_die ,
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spawn_small_alternative = def.spawn_small_alternative ,
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do_custom = def.do_custom ,
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jump_height = def.jump_height or 4 , -- was 6
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rotate = math.rad ( def.rotate or 0 ) , -- 0=front, 90=side, 180=back, 270=side2
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lifetimer = def.lifetimer or 57.73 ,
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hp_min = scale_difficulty ( def.hp_min , 5 , 1 ) ,
hp_max = scale_difficulty ( def.hp_max , 10 , 1 ) ,
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breath_max = def.breath_max or 15 ,
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breathes_in_water = def.breathes_in_water or false ,
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physical = true ,
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collisionbox = collisionbox ,
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selectionbox = def.selectionbox or def.collisionbox ,
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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 ,
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view_range = def.view_range or 16 ,
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walk_velocity = def.walk_velocity or 1 ,
run_velocity = def.run_velocity or 2 ,
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damage = scale_difficulty ( def.damage , 0 , 0 ) ,
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light_damage = def.light_damage or 0 ,
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sunlight_damage = def.sunlight_damage or 0 ,
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water_damage = def.water_damage or 0 ,
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lava_damage = def.lava_damage or 8 ,
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fire_damage = def.fire_damage or 1 ,
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suffocation = def.suffocation or true ,
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fall_damage = def.fall_damage or 1 ,
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fall_speed = def.fall_speed or - 10 , -- must be lower than -2 (default: -10)
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drops = def.drops or { } ,
armor = def.armor or 100 ,
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on_rightclick = create_mob_on_rightclick ( def.on_rightclick ) ,
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arrow = def.arrow ,
shoot_interval = def.shoot_interval ,
sounds = def.sounds or { } ,
animation = def.animation ,
follow = def.follow ,
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jump = def.jump ~= false ,
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walk_chance = def.walk_chance or 50 ,
attacks_monsters = def.attacks_monsters or false ,
group_attack = def.group_attack or false ,
passive = def.passive or false ,
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knock_back = def.knock_back ~= false ,
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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 ,
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on_replace = def.on_replace ,
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timer = 0 ,
env_damage_timer = 0 , -- only used when state = "attack"
tamed = false ,
pause_timer = 0 ,
horny = false ,
hornytimer = 0 ,
gotten = false ,
health = 0 ,
reach = def.reach or 3 ,
htimer = 0 ,
texture_list = def.textures ,
child_texture = def.child_texture ,
docile_by_day = def.docile_by_day or false ,
time_of_day = 0.5 ,
fear_height = def.fear_height or 0 ,
runaway = def.runaway ,
runaway_timer = 0 ,
pathfinding = def.pathfinding ,
immune_to = def.immune_to or { } ,
explosion_radius = def.explosion_radius ,
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explosion_damage_radius = def.explosion_damage_radius ,
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explosion_timer = def.explosion_timer or 3 ,
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allow_fuse_reset = def.allow_fuse_reset ~= false ,
stop_to_explode = def.stop_to_explode ~= false ,
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custom_attack = def.custom_attack ,
double_melee_attack = def.double_melee_attack ,
dogshoot_switch = def.dogshoot_switch ,
dogshoot_count = 0 ,
dogshoot_count_max = def.dogshoot_count_max or 5 ,
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dogshoot_count2_max = def.dogshoot_count2_max or ( def.dogshoot_count_max or 5 ) ,
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attack_animals = def.attack_animals or false ,
specific_attack = def.specific_attack ,
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runaway_from = def.runaway_from ,
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owner_loyal = def.owner_loyal ,
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facing_fence = false ,
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_cmi_is_mob = true ,
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-- MCL2 extensions
ignores_nametag = def.ignores_nametag or false ,
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rain_damage = def.rain_damage or 0 ,
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glow = def.glow ,
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can_despawn = can_despawn ,
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child = def.child or false ,
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texture_mods = { } ,
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shoot_arrow = def.shoot_arrow ,
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sounds_child = def.sounds_child ,
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-- End of MCL2 extensions
2018-05-30 12:34:17 +03:00
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on_spawn = def.on_spawn ,
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on_blast = def.on_blast or do_tnt ,
on_step = mob_step ,
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do_punch = def.do_punch ,
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on_punch = mob_punch ,
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on_breed = def.on_breed ,
on_grown = def.on_grown ,
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on_detach_child = mob_detach_child ,
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on_activate = function ( self , staticdata , dtime )
return mob_activate ( self , staticdata , def , dtime )
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end ,
get_staticdata = function ( self )
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return mob_staticdata ( self )
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end ,
} )
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if minetest.get_modpath ( " doc_identifier " ) ~= nil then
doc.sub . identifier.register_object ( name , " basics " , " mobs " )
end
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end -- END mobs:register_mob function
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-- count how many mobs of one type are inside an area
local count_mobs = function ( pos , type )
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local num_type = 0
local num_total = 0
local objs = minetest.get_objects_inside_radius ( pos , aoc_range )
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for n = 1 , # objs do
if not objs [ n ] : is_player ( ) then
local obj = objs [ n ] : get_luaentity ( )
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-- count mob type and add to total also
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if obj and obj.name and obj.name == type then
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num_type = num_type + 1
num_total = num_total + 1
-- add to total mobs
elseif obj and obj.name and obj.health ~= nil then
num_total = num_total + 1
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end
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end
end
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return num_type , num_total
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end
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-- global functions
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function mobs : spawn_abm_check ( pos , node , name )
-- global function to add additional spawn checks
-- return true to stop spawning mob
end
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function mobs : spawn_specific ( name , nodes , neighbors , min_light , max_light ,
interval , chance , aoc , min_height , max_height , day_toggle , on_spawn )
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-- Do mobs spawn at all?
if not mobs_spawn then
return
end
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-- chance/spawn number override in minetest.conf for registered mob
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local numbers = minetest.settings : get ( name )
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if numbers then
numbers = numbers : split ( " , " )
chance = tonumber ( numbers [ 1 ] ) or chance
aoc = tonumber ( numbers [ 2 ] ) or aoc
if chance == 0 then
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minetest.log ( " warning " , string.format ( " [mobs] %s has spawning disabled " , name ) )
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return
end
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minetest.log ( " action " ,
string.format ( " [mobs] Chance setting for %s changed to %s (total: %s) " , name , chance , aoc ) )
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end
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local spawn_action
spawn_action = function ( pos , node , active_object_count , active_object_count_wider , name )
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local orig_pos = table.copy ( pos )
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-- is mob actually registered?
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if not mobs.spawning_mobs [ name ]
or not minetest.registered_entities [ name ] then
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minetest.log ( " warning " , " Mob spawn of " .. name .. " failed, unknown entity or mob is not registered for spawning! " )
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return
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end
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-- additional custom checks for spawning mob
if mobs : spawn_abm_check ( pos , node , name ) == true then
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, ABM check rejected! " )
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return
end
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-- do not spawn if too many of same mob in area
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if active_object_count_wider >= max_per_block
or count_mobs ( pos , name ) >= aoc then
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-- too many entities
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, too crowded! " )
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return
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end
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-- if toggle set to nil then ignore day/night check
if day_toggle ~= nil then
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local tod = ( minetest.get_timeofday ( ) or 0 ) * 24000
if tod > 4500 and tod < 19500 then
-- daylight, but mob wants night
if day_toggle == false then
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-- mob needs night
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, mob needs light! " )
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return
end
else
-- night time but mob wants day
if day_toggle == true then
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-- mob needs day
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, mob needs daylight! " )
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return
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end
end
end
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-- spawn above node
pos.y = pos.y + 1
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-- only spawn away from player
local objs = minetest.get_objects_inside_radius ( pos , 10 )
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for n = 1 , # objs do
if objs [ n ] : is_player ( ) then
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-- player too close
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, player too close! " )
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return
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end
end
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-- mobs cannot spawn in protected areas when enabled
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if not spawn_protected
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and minetest.is_protected ( pos , " " ) then
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, position is protected! " )
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return
end
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-- are we spawning within height limits?
if pos.y > max_height
or pos.y < min_height then
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, out of height limit! " )
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return
end
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-- are light levels ok?
local light = minetest.get_node_light ( pos )
if not light
or light > max_light
or light < min_light then
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minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, bad light! " )
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return
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end
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-- do we have enough space to spawn mob?
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local ent = minetest.registered_entities [ name ]
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local width_x = max ( 1 , math.ceil ( ent.collisionbox [ 4 ] - ent.collisionbox [ 1 ] ) )
local min_x , max_x
if width_x % 2 == 0 then
max_x = math.floor ( width_x / 2 )
min_x = - ( max_x - 1 )
else
max_x = math.floor ( width_x / 2 )
min_x = - max_x
end
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local width_z = max ( 1 , math.ceil ( ent.collisionbox [ 6 ] - ent.collisionbox [ 3 ] ) )
local min_z , max_z
if width_z % 2 == 0 then
max_z = math.floor ( width_z / 2 )
min_z = - ( max_z - 1 )
else
max_z = math.floor ( width_z / 2 )
min_z = - max_z
end
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local max_y = max ( 0 , math.ceil ( ent.collisionbox [ 5 ] - ent.collisionbox [ 2 ] ) - 1 )
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for y = 0 , max_y do
for x = min_x , max_x do
for z = min_z , max_z do
local pos2 = { x = pos.x + x , y = pos.y + y , z = pos.z + z }
if minetest.registered_nodes [ node_ok ( pos2 ) . name ] . walkable == true then
-- inside block
minetest.log ( " info " , " Mob spawn of " .. name .. " at " .. minetest.pos_to_string ( pos ) .. " failed, too little space! " )
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if ent.spawn_small_alternative ~= nil and ( not minetest.registered_nodes [ node_ok ( pos ) . name ] . walkable ) then
minetest.log ( " info " , " Trying to spawn smaller alternative mob: " .. ent.spawn_small_alternative )
spawn_action ( orig_pos , node , active_object_count , active_object_count_wider , ent.spawn_small_alternative )
end
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return
end
end
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end
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end
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-- spawn mob 1/2 node above ground
pos.y = pos.y + 0.5
-- tweak X/Z spawn pos
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if width_x % 2 == 0 then
pos.x = pos.x + 0.5
end
if width_z % 2 == 0 then
pos.z = pos.z + 0.5
end
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local mob = minetest.add_entity ( pos , name )
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minetest.log ( " action " , " Mob spawned: " .. name .. " at " .. minetest.pos_to_string ( pos ) )
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if on_spawn then
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local ent = mob : get_luaentity ( )
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on_spawn ( ent , pos )
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end
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end
local function spawn_abm_action ( pos , node , active_object_count , active_object_count_wider )
spawn_action ( pos , node , active_object_count , active_object_count_wider , name )
end
minetest.register_abm ( {
label = name .. " spawning " ,
nodenames = nodes ,
neighbors = neighbors ,
interval = interval ,
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chance = floor ( max ( 1 , chance * mobs_spawn_chance ) ) ,
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catch_up = false ,
action = spawn_abm_action ,
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} )
end
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-- compatibility with older mob registration
function mobs : register_spawn ( name , nodes , max_light , min_light , chance , active_object_count , max_height , day_toggle )
mobs : spawn_specific ( name , nodes , { " air " } , min_light , max_light , 30 ,
chance , active_object_count , - 31000 , max_height , day_toggle )
end
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-- MarkBu's spawn function
function mobs : spawn ( def )
local name = def.name
local nodes = def.nodes or { " group:soil " , " group:stone " }
local neighbors = def.neighbors or { " air " }
local min_light = def.min_light or 0
local max_light = def.max_light or 15
local interval = def.interval or 30
local chance = def.chance or 5000
local active_object_count = def.active_object_count or 1
local min_height = def.min_height or - 31000
local max_height = def.max_height or 31000
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
mobs : spawn_specific ( name , nodes , neighbors , min_light , max_light , interval ,
chance , active_object_count , min_height , max_height , day_toggle , on_spawn )
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end
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-- register arrow for shoot attack
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function mobs : register_arrow ( name , def )
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if not name or not def then return end -- errorcheck
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minetest.register_entity ( name , {
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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 ,
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hit_mob = def.hit_mob ,
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hit_object = def.hit_object ,
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drop = def.drop or false , -- drops arrow as registered item when true
collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } , -- remove box around arrows
timer = 0 ,
switch = 0 ,
owner_id = def.owner_id ,
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rotate = def.rotate ,
automatic_face_movement_dir = def.rotate
and ( def.rotate - ( pi / 180 ) ) or false ,
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on_activate = def.on_activate ,
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on_step = def.on_step or function ( self , dtime )
self.timer = self.timer + 1
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local pos = self.object : get_pos ( )
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if self.switch == 0
or self.timer > 150
or not within_limits ( pos , 0 ) then
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self.object : remove ( ) ;
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return
end
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-- does arrow have a tail (fireball)
if def.tail
and def.tail == 1
and def.tail_texture then
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minetest.add_particle ( {
pos = pos ,
velocity = { x = 0 , y = 0 , z = 0 } ,
acceleration = { x = 0 , y = 0 , z = 0 } ,
expirationtime = def.expire or 0.25 ,
collisiondetection = false ,
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texture = def.tail_texture ,
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size = def.tail_size or 5 ,
glow = def.glow or 0 ,
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} )
end
if self.hit_node then
local node = node_ok ( pos ) . name
if minetest.registered_nodes [ node ] . walkable then
self.hit_node ( self , pos , node )
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = ( self.lastpos or pos )
minetest.add_item ( self.lastpos , self.object : get_luaentity ( ) . name )
end
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self.object : remove ( ) ;
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return
end
end
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if self.hit_player or self.hit_mob or self.hit_object then
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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 )
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self.object : remove ( ) ;
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return
end
local entity = player : get_luaentity ( )
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if entity
and self.hit_mob
and entity._cmi_is_mob == true
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and tostring ( player ) ~= self.owner_id
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and entity.name ~= self.object : get_luaentity ( ) . name then
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self.hit_mob ( self , player )
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self.object : remove ( ) ;
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return
end
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if entity
and self.hit_object
and ( not entity._cmi_is_mob )
and tostring ( player ) ~= self.owner_id
and entity.name ~= self.object : get_luaentity ( ) . name then
self.hit_object ( self , player )
self.object : remove ( ) ;
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return
end
end
end
self.lastpos = pos
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end
} )
end
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-- no damage to nodes explosion
function mobs : safe_boom ( self , pos , radius )
minetest.sound_play ( self.sounds and self.sounds . explode or " tnt_explode " , {
pos = pos ,
gain = 1.0 ,
max_hear_distance = self.sounds and self.sounds . distance or 32
} )
entity_physics ( pos , radius )
effect ( pos , 32 , " tnt_smoke.png " , radius * 3 , radius * 5 , radius , 1 , 0 )
end
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-- make explosion with protection and tnt mod check
function mobs : boom ( self , pos , radius )
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if mobs_griefing
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and mod_tnt and tnt and tnt.boom
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and not minetest.is_protected ( pos , " " ) then
tnt.boom ( pos , {
radius = radius ,
damage_radius = radius ,
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sound = self.sounds and self.sounds . explode ,
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explode_center = true ,
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is_tnt = false ,
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} )
else
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mobs : safe_boom ( self , pos , radius )
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end
end
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-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
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function mobs : register_egg ( mob , desc , background , addegg , no_creative )
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local grp = { spawn_egg = 1 }
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-- do NOT add this egg to creative inventory (e.g. dungeon master)
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if creative and no_creative == true then
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grp.not_in_creative_inventory = 1
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end
local invimg = background
if addegg == 1 then
invimg = " mobs_chicken_egg.png^( " .. invimg ..
" ^[mask:mobs_chicken_egg_overlay.png) "
end
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-- register old stackable mob egg
minetest.register_craftitem ( mob , {
description = desc ,
inventory_image = invimg ,
groups = grp ,
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_doc_items_longdesc = S ( " This allows you to place a single mob. " ) ,
_doc_items_usagehelp = S ( " Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns. " ) ,
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on_place = function ( itemstack , placer , pointed_thing )
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local pos = pointed_thing.above
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-- am I clicking on something with existing on_rightclick function?
local under = minetest.get_node ( pointed_thing.under )
local def = minetest.registered_nodes [ under.name ]
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if def and def.on_rightclick then
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return def.on_rightclick ( pointed_thing.under , under , placer , itemstack )
end
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if pos
and within_limits ( pos , 0 )
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and not minetest.is_protected ( pos , placer : get_player_name ( ) ) then
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local name = placer : get_player_name ( )
local privs = minetest.get_player_privs ( name )
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if mod_mobspawners and under.name == " mcl_mobspawners:spawner " then
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if minetest.is_protected ( pointed_thing.under , name ) then
minetest.record_protection_violation ( pointed_thing.under , name )
return itemstack
end
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if not privs.maphack then
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minetest.chat_send_player ( name , S ( " You need the “maphack” privilege to change the mob spawner. " ) )
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return itemstack
end
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mcl_mobspawners.setup_spawner ( pointed_thing.under , itemstack : get_name ( ) )
if not minetest.settings : get_bool ( " creative_mode " ) then
itemstack : take_item ( )
end
return itemstack
end
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if not minetest.registered_entities [ mob ] then
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return itemstack
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end
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if minetest.settings : get_bool ( " only_peaceful_mobs " , false )
and minetest.registered_entities [ mob ] . type == " monster " then
minetest.chat_send_player ( name , S ( " Only peaceful mobs allowed! " ) )
return itemstack
end
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pos.y = pos.y + 1
local mob = minetest.add_entity ( pos , mob )
local ent = mob : get_luaentity ( )
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-- don't set owner if monster or sneak pressed
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if ent.type ~= " monster "
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and not placer : get_player_control ( ) . sneak then
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ent.owner = placer : get_player_name ( )
ent.tamed = true
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end
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-- set nametag
local nametag = itemstack : get_meta ( ) : get_string ( " name " )
if nametag ~= " " then
if string.len ( nametag ) > MAX_MOB_NAME_LENGTH then
nametag = string.sub ( nametag , 1 , MAX_MOB_NAME_LENGTH )
end
ent.nametag = nametag
update_tag ( ent )
end
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-- if not in creative then take item
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if not mobs.is_creative ( placer : get_player_name ( ) ) then
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itemstack : take_item ( )
end
end
return itemstack
end ,
} )
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end
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-- No-op in MCL2 (capturing mobs is not possible).
-- 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)
function mobs : feed_tame ( self , clicker , feed_count , breed , tame )
if not self.follow then
return false
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end
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-- can eat/tame with item in hand
if follow_holding ( self , clicker ) then
-- 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 ( )
item : take_item ( )
clicker : set_wielded_item ( item )
end
-- increase health
self.health = self.health + 4
if self.health >= self.hp_max then
self.health = self.hp_max
if self.htimer < 1 then
self.htimer = 5
end
end
self.object : set_hp ( self.health )
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update_tag ( self )
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-- make children grow quicker
if self.child == true then
self.hornytimer = self.hornytimer + 20
return true
end
-- feed and tame
self.food = ( self.food or 0 ) + 1
if self.food >= feed_count then
self.food = 0
if breed and self.hornytimer == 0 then
self.horny = true
end
if tame then
self.tamed = true
if not self.owner or self.owner == " " then
self.owner = clicker : get_player_name ( )
end
end
-- make sound when fed so many times
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mob_sound ( self , " random " , true )
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end
return true
end
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return false
end
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-- Spawn a child
function mobs : spawn_child ( pos , mob_type )
local child = minetest.add_entity ( pos , mob_type )
if not child then
return
end
local ent = child : get_luaentity ( )
effect ( pos , 15 , " tnt_smoke.png " , 1 , 2 , 2 , 15 , 5 )
ent.child = true
local textures
-- using specific child texture (if found)
if ent.child_texture then
textures = ent.child_texture [ 1 ]
end
-- and resize to half height
child : set_properties ( {
textures = textures ,
visual_size = {
x = ent.base_size . x * .5 ,
y = ent.base_size . y * .5 ,
} ,
collisionbox = {
ent.base_colbox [ 1 ] * .5 ,
ent.base_colbox [ 2 ] * .5 ,
ent.base_colbox [ 3 ] * .5 ,
ent.base_colbox [ 4 ] * .5 ,
ent.base_colbox [ 5 ] * .5 ,
ent.base_colbox [ 6 ] * .5 ,
} ,
selectionbox = {
ent.base_selbox [ 1 ] * .5 ,
ent.base_selbox [ 2 ] * .5 ,
ent.base_selbox [ 3 ] * .5 ,
ent.base_selbox [ 4 ] * .5 ,
ent.base_selbox [ 5 ] * .5 ,
ent.base_selbox [ 6 ] * .5 ,
} ,
} )
return child
end
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-- compatibility function for old entities to new modpack entities
function mobs : alias_mob ( old_name , new_name )
-- spawn egg
minetest.register_alias ( old_name , new_name )
-- entity
minetest.register_entity ( " : " .. old_name , {
physical = false ,
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 ( )
end
} )
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end