2021-04-23 01:36:42 +00:00
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local minetest_add_item = minetest.add_item
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local minetest_sound_play = minetest.sound_play
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local math_pi = math.pi
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local math_random = math.random
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local math_floor = math.floor
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local HALF_PI = math_pi / 2
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local vector_new = vector.new
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-- drop items
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local item_drop = function(self, cooked, looting_level)
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looting_level = looting_level or 0
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-- no drops for child mobs (except monster)
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if (self.child and self.type ~= "monster") then
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return
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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
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for n = 1, #self.drops do
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local dropdef = self.drops[n]
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local chance = 1 / dropdef.chance
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local looting_type = dropdef.looting
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if looting_level > 0 then
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local chance_function = dropdef.looting_chance_function
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if chance_function then
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chance = chance_function(looting_level)
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elseif looting_type == "rare" then
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chance = chance + (dropdef.looting_factor or 0.01) * looting_level
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end
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end
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local num = 0
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local do_common_looting = (looting_level > 0 and looting_type == "common")
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if math_random() < chance then
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num = math_random(dropdef.min or 1, dropdef.max or 1)
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elseif not dropdef.looting_ignore_chance then
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do_common_looting = false
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end
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if do_common_looting then
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num = num + math_floor(math_random(0, looting_level) + 0.5)
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end
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if num > 0 then
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item = dropdef.name
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-- cook items when true
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if cooked then
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local output = minetest_get_craft_result({
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method = "cooking", width = 1, items = {item}})
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if output and output.item and not output.item:is_empty() then
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item = output.item:get_name()
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end
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end
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-- add item if it exists
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for x = 1, num do
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obj = minetest_add_item(pos, ItemStack(item .. " " .. 1))
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end
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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x = math_random(-10, 10) / 9,
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y = 6,
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z = math_random(-10, 10) / 9,
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})
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elseif obj then
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obj:remove() -- item does not exist
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end
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end
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end
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self.drops = {}
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end
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mobs.death_logic = function(self, dtime)
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self.death_animation_timer = self.death_animation_timer + dtime
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2021-04-23 19:53:01 +00:00
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--get all attached entities and sort through them
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local attached_entities = self.object:get_children()
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if #attached_entities > 0 then
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for _,entity in pairs(attached_entities) do
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--kick the player off
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if entity:is_player() then
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mobs.detach(entity)
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--kick mobs off
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--if there is scaling issues, this needs an additional check
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else
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entity:set_detach()
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end
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end
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end
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2021-04-23 01:36:42 +00:00
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--the final POOF of a mob despawning
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if self.death_animation_timer >= 1.25 then
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item_drop(self,false,1)
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2021-04-23 02:08:54 +00:00
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mobs.death_effect(self)
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2021-04-23 01:36:42 +00:00
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self.object:remove()
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return
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end
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--I'm sure there's a more efficient way to do this
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--but this is the easiest, easier to work with 1 variable synced
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--this is also not smooth
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local death_animation_roll = self.death_animation_timer * 2 -- * 2 to make it faster
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if death_animation_roll > 1 then
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death_animation_roll = 1
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end
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local rot = self.object:get_rotation() --(no pun intended)
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rot.z = death_animation_roll * HALF_PI
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self.object:set_rotation(rot)
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mobs.set_mob_animation(self,"stand", true)
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--flying and swimming mobs just fall down
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if self.fly or self.swim then
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if self.object:get_acceleration().y ~= -self.gravity then
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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--when landing allow mob to slow down and just fall if in air
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if self.pause_timer <= 0 then
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mobs.set_velocity(self,0)
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end
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end
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