mobs = {} mobs.default_definition = { physical = true, jump = function (self) local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end, timer = 0, env_damage_timer = 0, -- only if state = "attack" bombtimer = -999, attack = {player=nil, dist=nil}, state = "stand", v_start = false, old_y = nil, lifetimer = 600, tamed = false, boom = function(self, tnt_range) local pos = self.object:getpos() self.object:remove() tnt:boom(pos) end, set_velocity = function(self, v) local get_flowing_dir = function(self) local pos = self.object:getpos() local param2 = minetest.get_node(pos).param2 local p4 = { {x=1,y=0,z=0}, {x=-1,y=0,z=0}, {x=0,y=0,z=1}, {x=0,y=0,z=-1}, } local out = {x=0,y=0,z=0} local num = 0 for i=1,4 do local p2 = vector.add(pos, p4[i]) local name = minetest.get_node(p2).name local par2 = minetest.get_node(p2).param2 -- param2 == 13 means water is falling down a block if (name == "default:water_flowing" and par2 < param2 and param2 < 13) or (name == "default:water_flowing" and par2 == 13) or name == "air" then out = vector.add(out, p4[i]) num = num + 1 end end if num then return out else return false end end local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -v local z = math.cos(yaw) * v local v1 = {x=x, y=self.object:getvelocity().y, z=z} local pos = self.object:getpos() local name = minetest.get_node(pos).name if name == "default:water_flowing" then local v = get_flowing_dir(self) if v then v1 = vector.add(v1, vector.multiply(v, 1.3)) end end self.object:setvelocity(v1) end, get_velocity = function(self) local v = self.object:getvelocity() return (v.x^2 + v.z^2)^(0.5) end, set_animation = function(self, type) if not self.animation then return end if not self.animation.current then self.animation.current = "" end if type == "stand" and self.animation.current ~= "stand" then if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.stand_start,y=self.animation.stand_end}, self.animation.speed_normal, 0 ) self.animation.current = "stand" end elseif type == "look" and self.animation.current ~= "look" then if self.animation.look_start and self.animation.look_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.look_start,y=self.animation.look_end}, self.animation.speed_normal, 0 ) self.animation.current = "look" end elseif type == "eat" and self.animation.current ~= "eat" then if self.animation.eat_start and self.animation.eat_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.eat_start,y=self.animation.eat_end}, self.animation.speed_normal, 0 ) self.animation.current = "eat" if self.name == "mobs:sheep" and self.naked then local pos = self.object:getpos() pos.y = pos.y - 1 if minetest.get_node(pos).name == "default:dirt_with_grass" then minetest.set_node(pos, {name = "default:dirt"}) self.naked = false if not self.color then self.object:set_properties({ textures = {"sheep.png"}, }) else self.object:set_properties({ textures = {"sheep_"..self.color..".png"}, }) end end end end elseif type == "shoot" and self.animation.current ~= "shoot" then if self.animation.shoot_start and self.animation.shoot_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.shoot_start,y=self.animation.shoot_end}, self.animation.speed_normal, 0 ) self.animation.shootdur = (self.animation.shoot_end - self.animation.shoot_start)/self.animation.speed_normal - .5 self.animation.current = "shoot" end elseif type == "fly" and self.animation.current ~= "fly" then if self.animation.fly_start and self.animation.fly_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.fly_start,y=self.animation.fly_end}, self.animation.speed_normal, 0 ) self.animation.current = "fly" end elseif type == "walk" and self.animation.current ~= "walk" then if self.animation.walk_start and self.animation.walk_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.walk_start,y=self.animation.walk_end}, self.animation.speed_normal, 0 ) self.animation.current = "walk" end elseif type == "run" and self.animation.current ~= "run" then if self.animation.run_start and self.animation.run_end and self.animation.speed_run then self.object:set_animation( {x=self.animation.run_start,y=self.animation.run_end}, self.animation.speed_run, 0 ) self.animation.current = "run" end elseif type == "punch" and self.animation.current ~= "punch" then if self.animation.punch_start and self.animation.punch_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.punch_start,y=self.animation.punch_end}, self.animation.speed_normal, 0 ) self.animation.current = "punch" end elseif type == "hurt" and self.animation.current ~= "hurt" then self.animation.hurtdur = .5 if self.animation.hurt_start and self.animation.hurt_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.hurt_start,y=self.animation.hurt_end}, self.animation.speed_normal, 0 ) self.animation.current = "hurt" self.animation.hurtdur = (self.animation.hurt_end - self.animation.hurt_start)/self.animation.speed_normal - 1 end elseif type == "death" and self.animation.current ~= "death" then self.animation.deathdur = 1 if self.animation.death_start and self.animation.death_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.death_start,y=self.animation.death_end}, self.animation.speed_normal, 0 ) self.animation.current = "death" self.animation.deathdur = (self.animation.death_end - self.animation.death_start)/self.animation.speed_normal - .5 end end end, on_step = function(self, dtime) if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then self.object:remove() end self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and not self.tamed then local player_count = 0 for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 30)) do if obj:is_player() then player_count = player_count+1 end end if player_count == 0 and self.state ~= "attack" then self.object:remove() return end end if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 self.object:setacceleration({x=x, y=-10, z=z}) else self.object:setacceleration({x=0, y=-10, z=0}) end if self.disable_fall_damage and self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:set_hp(self.object:get_hp()-damage) if self.object:get_hp() == 0 then self.object:remove() end end self.old_y = self.object:getpos().y end end self.timer = self.timer+dtime self.bombtimer = self.bombtimer+dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then minetest.sound_play(self.sounds.random, {object = self.object}) end local do_env_damage = function(self) local pos = self.object:getpos() local n = minetest.get_node(pos) if self.light_damage and self.light_damage ~= 0 and pos.y>0 and minetest.get_node_light(pos) and minetest.get_node_light(pos) > 4 and minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) if self.object:get_hp() == 0 then self.object:remove() end end if self.water_damage and self.water_damage ~= 0 and minetest.get_item_group(n.name, "water") ~= 0 then self.object:set_hp(self.object:get_hp()-self.water_damage) if self.object:get_hp() == 0 then self.object:remove() end end if self.lava_damage and self.lava_damage ~= 0 and minetest.get_item_group(n.name, "lava") ~= 0 then self.object:set_hp(self.object:get_hp()-self.lava_damage) if self.object:get_hp() == 0 then self.object:remove() end end end -- ridable pigs if self.name == "mobs:pig" and self.saddle == "yes" and self.driver then local item = self.driver:get_wielded_item() if item:get_name() == "mobs:carrotstick" then local yaw = self.driver:get_look_yaw() - math.pi / 2 local velo = self.object:getvelocity() local v = 1.5 if math.abs(velo.x) + math.abs(velo.z) < .6 then velo.y = 5 end self.state = "walk" self:set_animation("walk") self.object:setyaw(yaw) self.object:setvelocity({x = -math.sin(yaw) * v, y = velo.y, z = math.cos(yaw) * v}) local inv = self.driver:get_inventory() local stack = inv:get_stack("main", self.driver:get_wield_index()) stack:add_wear(100) if stack:get_wear() > 65400 then stack = {name = "fishing:pole", count = 1} end inv:set_stack("main", self.driver:get_wield_index(), stack) return end end self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 1 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end if self.type == "monster" and minetest.setting_getbool("enable_damage") then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist < 2 and self.attack_type == "bomb" and self.bombmode ~= "armed" then if self.sounds and self.sounds.approach then minetest.sound_play(self.sounds.approach, {object = self.object}) end self.bombmode = "armed" self.bombtimer = 0 end if dist < self.view_range then if self.attack.dist then if dist < self.attack.dist then self.attack.player = player self.attack.dist = dist end else self.state = "attack" self.attack.player = player self.attack.dist = dist end end end end if self.follow and self.follow ~= "" and not self.following then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if self.view_range and dist < self.view_range then self.following = player end end end if self.following and self.following:is_player() then if self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil self.v_start = false else local s = self.object:getpos() local p = self.following:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range then self.following = nil self.v_start = false else local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.walk_velocity) else if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then self:jump() end self.set_velocity(self, self.walk_velocity) end self:set_animation("walk") else self.v_start = false self.set_velocity(self, 0) self:set_animation("stand") end return end end end if self.state == "stand" then if math.random(1, 4) == 1 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) end self.set_velocity(self, 0) self.set_animation(self, "stand") local standanim = math.random(1,4) if standanim == 2 then self.set_animation(self, "look") elseif standanim == 3 then self.set_animation(self, "eat") elseif standanim == 4 then self.set_animation(self, "fly") end if math.random(1, 100) <= 50 then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end elseif self.state == "walk" then if math.random(1, 100) <= 30 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) end if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then self:jump() end self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 10 then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end elseif self.state == "attack" and (self.attack_type == "dogfight" or self.attack_type == "bomb") then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") self.attack = {player=nil, dist=nil} return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") return else self.attack.dist = dist end if self.attack_type == "bomb" and self.bombmode == "armed" and self.bombtimer > 2 then -- print("***BOOM",self.bombtimer) self.bombmode = "exploded" self.boom(self, math.random(2, 4)) end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end -- creepers use a spiraling approach: if self.attack_type == "bomb" then yaw = yaw - 14*math.pi/180 end self.object:setyaw(yaw) if self.attack.dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then self:jump() end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") self.v_start = false if self.timer > 1 then self.timer = 0 if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end self.attack.player:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups = {fleshy=self.damage} }, vec) end end elseif self.state == "attack" and self.attack_type == "shoot" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") self.attack = {player=nil, dist=nil} return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") return else self.attack.dist = dist self.shoot_interval = (dist + self.view_range) / self.view_range end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist < 4 then self.set_velocity(self, -self.run_velocity) elseif self.attack.dist > 8 then self.set_velocity(self, self.run_velocity) else self.set_velocity(self, 0) end if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("shoot") minetest.after(self.animation.shootdur, function() self:set_animation("walk") end) if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end local p = self.object:getpos() p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2 local obj = minetest.add_entity(p, self.arrow) local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5 local v = 15 vec.y = vec.y+1 vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) end end end, on_activate = function(self, staticdata, dtime_s) self.object:set_armor_groups({fleshy=self.armor}) self.object:setacceleration({x=0, y=-10, z=0}) self.state = "stand" self.attack = {player = nil, dist = nil} self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) self.object:setyaw(math.random(1, 360)/180*math.pi) if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then self.object:remove() end self.lifetimer = 600 - dtime_s if staticdata then local tmp = minetest.deserialize(staticdata) if tmp and tmp.lifetimer then self.lifetimer = tmp.lifetimer - dtime_s end if tmp and tmp.tamed then self.tamed = tmp.tamed end if tmp and tmp.color then self.color = tmp.color end if tmp and tmp.naked then self.naked = tmp.naked end if tmp and tmp.saddle then self.saddle = tmp.saddle end end if self.name == "mobs:sheep" and self.color and not self.naked then self.object:set_properties({ textures = {"sheep_"..self.color..".png"}, }) self.drops = { {name = "mobs:mutton_raw", chance = 1, min = 1, max = 2,}, {name = "wool:"..self.color, chance = 1, min = 1, max = 1,}, } end if self.name == "mobs:sheep" and not self.color then local col = "white" local cols = {"dark_grey", "grey", "black", "brown", "pink"} if math.random(100) > 80 then col = cols[math.random(1,5)] end self.color = col self.object:set_properties({ textures = {"sheep_"..self.color..".png"}, }) self.drops = { {name = "mobs:mutton_raw", chance = 1, min = 1, max = 2,}, {name = "wool:"..self.color, chance = 1, min = 1, max = 1,}, } end if self.name == "mobs:sheep" and self.naked then self.object:set_properties({ textures = {"sheep_sheared.png"}, }) end if self.name == "mobs:pig" and self.saddle == "yes" then self.object:set_properties({ textures = {"pig_with_saddle.png"}, }) end if self.lifetimer <= 0 and not self.tamed then self.object:remove() end end, get_staticdata = function(self) local tmp = { lifetimer = self.lifetimer, tamed = self.tamed, color = self.color, naked = self.naked, saddle = self.saddle, } return minetest.serialize(tmp) end, on_punch = function(self, hitter) -- death happens at 20 hp so we can play the death animation: if self.object:get_hp() <= 20 then local pos = self.object:getpos() minetest.add_particlespawner({ amount = 20, time = .2, minpos = {x=pos.x-1, y=pos.y-.5, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+.5, z=pos.z+1}, minvel = {x=0, y=.3, z=0}, maxvel = {x=0, y=2, z=0}, minacc = {x=-.2, y=-.2, z=-.2}, maxacc = {x=.2, y=.2, z=.2}, minexptime = 1, maxexptime = 5, minsize = 1, maxsize = 1, collisiondetection = false, vertical = false, texture = "bettertnt_smoke.png", }) self:set_animation("death") self.object:set_hp(1000) if self.name == "mobs:pig" and self.driver then local name = self.driver:get_player_name() self.driver:set_detach() default.player_attached[name] = false default.player_set_animation(self.driver, "stand" , 30) self.driver = nil end minetest.after(self.animation.deathdur, function() self.object:remove() end) if self.sounds and self.sounds.death then minetest.sound_play(self.sounds.death, {object = self.object}) end pos.y = pos.y + 0.5 local obj = nil local ndrops = 0 for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 and ndrops < (self.maxdrops or 100) then obj = minetest.add_item(pos, ItemStack(drop.name.." "..math.random(drop.min, drop.max))) ndrops = ndrops + 1 if obj then obj:setvelocity({x=math.random(-1,1), y=5, z=math.random(-1,1)}) end end end else if self.sounds and self.sounds.hurt then minetest.sound_play(self.sounds.hurt, {object = self.object}) end self:set_animation("hurt") minetest.after(self.animation.hurtdur, function() self:set_animation("walk") end) end end, __index = function(table,key) return mobs.default_definition[key] end,} function mobs:register_mob(name, def) setmetatable (def,mobs.default_definition) minetest.register_entity(name, def) end function mobs:check_player_dist(pos, node) for _,player in pairs(minetest.get_connected_players()) do local p = player:getpos() local dist = ((p.x-pos.x)^2 + (p.y-pos.y)^2 + (p.z-pos.z)^2)^0.5 if dist < 24 then return 1 end end return nil end mobs.spawning_mobs = {} function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func) if minetest.setting_getbool(string.gsub(name,":","_").."_spawn") ~= false then mobs.spawning_mobs[name] = true minetest.register_abm({ nodenames = nodes, neighbors = {"air"}, interval = 10, chance = chance, action = function(pos, node, _, active_object_count_wider) if node.name == "default:ice" or node.name == "default:glass" then return end if active_object_count_wider > active_object_count then return end if not mobs.spawning_mobs[name] then return end pos.y = pos.y+1 if not minetest.get_node_light(pos) then return end if minetest.get_node_light(pos) > max_light then return end if minetest.get_node_light(pos) < min_light then return end if pos.y > max_height then return end if minetest.get_node(pos).name ~= "air" then return end pos.y = pos.y+1 if minetest.get_node(pos).name ~= "air" then return end if spawn_func and not spawn_func(pos, node) then return end if mobs:check_player_dist(pos, node) then return end if minetest.setting_getbool("display_mob_spawn") then minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos)) end minetest.add_entity(pos, name) end }) end end function mobs:register_arrow(name, def) minetest.register_entity(name, { physical = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, on_step = function(self, dtime) local pos = self.object:getpos() if minetest.get_node(self.object:getpos()).name ~= "air" then minetest.sound_play("bowhit1", {pos = pos}) self.hit_node(self, pos, node) self.object:remove() return end pos.y = pos.y-1 for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do if player:is_player() then self.hit_player(self, player) minetest.sound_play("damage", {pos = pos}) self.object:remove() return end end end }) end function mobs:register_egg(mob, desc, img) minetest.register_craftitem(mob, { description = "Spawn "..desc, inventory_image = img, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then pos.y = pos.y + 0.5 minetest.add_entity(pos, mob) if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end end return itemstack end, }) end