Copy mcl_item_entity's item flowing code to allow mobs to be pushed by flowing_water, add TenPlus1's mob shoving code, and fix mob swimming breaking recently.
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356977531e
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09ccfc9802
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@ -97,6 +97,33 @@ 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_worlds = minetest.get_modpath("mcl_worlds") ~= nil
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local mod_armor = minetest.get_modpath("mcl_armor") ~= nil
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local mod_armor = minetest.get_modpath("mcl_armor") ~= nil
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----For Water Flowing:
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local enable_physics = function(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=-9.81,z=0})
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end
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end
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local disable_physics = function(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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})
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=0,z=0})
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end
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end
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end
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-- play sound
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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 mob_sound = function(self, soundname, is_opinion, fixed_pitch)
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@ -180,25 +207,61 @@ local do_attack = function(self, player)
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end
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end
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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local collision = function(self)
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local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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local x = 0
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local z = 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, width)) do
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if object:is_player()
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or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local force = (width + 0.5) - vector.distance(
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{x = pos.x, y = 0, z = pos.z},
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{x = pos2.x, y = 0, z = pos2.z})
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x = x + (vec.x * force)
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z = z + (vec.z * force)
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end
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end
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return({x,z})
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end
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-- move mob in facing direction
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-- move mob in facing direction
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local set_velocity = function(self, v)
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local set_velocity = function(self, v)
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-- do not move if mob has been ordered to stay
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(collision(self))
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end
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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if self.order == "stand" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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return
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return
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end
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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local vel = self.object:get_velocity()
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self.object:set_velocity({
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self.object:set_velocity({
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x = sin(yaw) * -v,
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x = (sin(yaw) * -v) + c_x,
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y = (vel and vel.y) or 0,
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y = self.object:get_velocity().y,
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z = cos(yaw) * v
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z = (cos(yaw) * v) + c_y,
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})
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})
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end
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end
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-- calculate mob velocity
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-- calculate mob velocity
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local get_velocity = function(self)
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local get_velocity = function(self)
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@ -756,7 +819,9 @@ local is_at_cliff_or_danger = function(self)
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return true
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return true
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else
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else
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local def = minetest.registered_nodes[bnode.name]
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local def = minetest.registered_nodes[bnode.name]
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return not (def and def.walkable)
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if def and def.walkable then
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return false
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end
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end
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end
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end
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end
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@ -792,7 +857,9 @@ local is_at_water_danger = function(self)
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return true
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return true
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else
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else
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local def = minetest.registered_nodes[bnode.name]
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local def = minetest.registered_nodes[bnode.name]
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return not (def and def.walkable)
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if def and def.walkable then
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return false
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end
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end
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end
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end
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end
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@ -3319,6 +3386,44 @@ local mob_step = function(self, dtime)
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end
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end
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end
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end
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-- Add water flowing for mobs from mcl_item_entity
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local p = self.object:get_pos()
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local node = minetest.get_node_or_nil(p)
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local nn = node.name
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local def = minetest.registered_nodes[nn]
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-- Move item around on flowing liquids
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if def and def.liquidtype == "flowing" then
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.39
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return
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end
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--Mob following code.
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follow_flop(self)
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follow_flop(self)
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if is_at_cliff_or_danger(self) then
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if is_at_cliff_or_danger(self) then
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@ -3504,6 +3609,8 @@ minetest.register_entity(name, {
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owner_loyal = def.owner_loyal,
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owner_loyal = def.owner_loyal,
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facing_fence = false,
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facing_fence = false,
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_cmi_is_mob = true,
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_cmi_is_mob = true,
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pushable = def.pushable or true,
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-- MCL2 extensions
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-- MCL2 extensions
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teleport = teleport,
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teleport = teleport,
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@ -222,6 +222,8 @@ functions needed for the mob to work properly which contains the following:
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'speed_normal' is used for animation speed for compatibility with some
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'speed_normal' is used for animation speed for compatibility with some
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older mobs.
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older mobs.
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'pushable' Allows players, & other mobs to push the mob.
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MineClone 2 extensions:
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MineClone 2 extensions:
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