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Update Mobs Redo (1.41)

objects
Wuzzy 2018-05-29 17:00:30 +02:00
parent 34292ece10
commit c1cc790d9d
3 changed files with 221 additions and 99 deletions

View File

@ -3,7 +3,7 @@
mobs = {} mobs = {}
mobs.mod = "redo" mobs.mod = "redo"
mobs.version = "20180328" mobs.version = "20180523"
local MAX_MOB_NAME_LENGTH = 30 local MAX_MOB_NAME_LENGTH = 30
@ -61,9 +61,9 @@ local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local creative = minetest.settings:get_bool("creative_mode") local creative = minetest.settings:get_bool("creative_mode")
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = minetest.settings:get_bool("remove_far_mobs") local remove_far = false
local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
local show_health = false --minetest.settings:get_bool("mob_show_health") ~= false local show_health = false
local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1) local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
@ -126,6 +126,12 @@ end
-- move mob in facing direction -- move mob in facing direction
local set_velocity = function(self, v) local set_velocity = function(self, v)
-- do not move if mob has been ordered to stay
if self.order == "stand" then
self.object:setvelocity({x = 0, y = 0, z = 0})
return
end
local yaw = (self.object:get_yaw() or 0) + self.rotate local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:setvelocity({ self.object:setvelocity({
@ -146,17 +152,30 @@ end
-- set and return valid yaw -- set and return valid yaw
local set_yaw = function(self, yaw) local set_yaw = function(self, yaw, delay)
if not yaw or yaw ~= yaw then if not yaw or yaw ~= yaw then
yaw = 0 yaw = 0
end end
self:setyaw(yaw) delay = delay or 0
if delay == 0 then
self.object:set_yaw(yaw)
return yaw return yaw
end end
self.target_yaw = yaw
self.delay = delay
return self.target_yaw
end
-- global function to set mob yaw
function mobs:yaw(self, yaw, delay)
set_yaw(self, yaw, delay)
end
-- set defined animation -- set defined animation
local set_animation = function(self, anim) local set_animation = function(self, anim)
@ -332,9 +351,8 @@ end
local update_tag = function(self) local update_tag = function(self)
--DISABLED IN MCL2 --DISABLED IN MCL2
--[[ --[=[
local col = "#00FF00" local col = "#00FF00"
local qua = self.hp_max / 4 local qua = self.hp_max / 4
@ -349,11 +367,10 @@ local update_tag = function(self)
if self.health <= floor(qua) then if self.health <= floor(qua) then
col = "#FF0000" col = "#FF0000"
end end
]] ]=]
self.object:set_properties({ self.object:set_properties({
nametag = self.nametag, nametag = self.nametag,
-- No nametag coloring
}) })
end end
@ -566,7 +583,7 @@ local node_ok = function(pos, fallback)
return node return node
end end
return minetest.registered_nodes[fallback] -- {name = fallback} return minetest.registered_nodes[fallback]
end end
@ -694,7 +711,8 @@ local do_jump = function(self)
if not self.jump if not self.jump
or self.jump_height == 0 or self.jump_height == 0
or self.fly or self.fly
or self.child then or self.child
or self.order == "stand" then
return false return false
end end
@ -753,6 +771,16 @@ local do_jump = function(self)
self.object:setvelocity(v) self.object:setvelocity(v)
-- when in air move forward
minetest.after(0.3, function(self, v)
-- self.object:setvelocity({
self.object:set_acceleration({
x = v.x * 2,--1.5,
y = 0,
z = v.z * 2,--1.5
})
end, self, v)
if get_velocity(self) > 0 then if get_velocity(self) > 0 then
mob_sound(self, self.sounds.jump) mob_sound(self, self.sounds.jump)
end end
@ -1058,13 +1086,18 @@ local day_docile = function(self)
end end
-- path finding and smart mob routine by rnd local los_switcher = false
local height_switcher = false
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
local smart_mobs = function(self, s, p, dist, dtime) local smart_mobs = function(self, s, p, dist, dtime)
local s1 = self.path.lastpos local s1 = self.path.lastpos
local target_pos = self.attack:get_pos()
-- is it becoming stuck? -- is it becoming stuck?
if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
self.path.stuck_timer = self.path.stuck_timer + dtime self.path.stuck_timer = self.path.stuck_timer + dtime
else else
self.path.stuck_timer = 0 self.path.stuck_timer = 0
@ -1072,12 +1105,64 @@ local smart_mobs = function(self, s, p, dist, dtime)
self.path.lastpos = {x = s.x, y = s.y, z = s.z} self.path.lastpos = {x = s.x, y = s.y, z = s.z}
-- im stuck, search for path local use_pathfind = false
if (self.path.stuck_timer > stuck_timeout and not self.path.following) local has_lineofsight = minetest.line_of_sight(
or (self.path.stuck_timer > stuck_path_timeout and self.path.following) then {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)
-- im stuck, search for path
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)
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 self.path.stuck_timer = 0
minetest.after(1, function(self)
if has_lineofsight then self.path.following = false end
end, self)
end
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
use_pathfind = true
self.path.stuck_timer = 0
minetest.after(1, function(self)
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
-- lets try find a path, first take care of positions -- lets try find a path, first take care of positions
-- since pathfinder is very sensitive -- since pathfinder is very sensitive
local sheight = self.collisionbox[5] - self.collisionbox[2] local sheight = self.collisionbox[5] - self.collisionbox[2]
@ -1105,16 +1190,24 @@ local smart_mobs = function(self, s, p, dist, dtime)
local dropheight = 6 local dropheight = 6
if self.fear_height ~= 0 then dropheight = self.fear_height end if self.fear_height ~= 0 then dropheight = self.fear_height end
-- self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra")
self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch") self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
--[[
-- attempt to unstick mob that is "daydreaming" -- show path using particles
--[[ BUT NOT IN MINECLONE2, SILLY! if self.path.way and #self.path.way > 0 then
self.object:setpos({ print ("-- path length:" .. tonumber(#self.path.way))
x = s.x + 0.1 * (random() * 2 - 1), for _,pos in pairs(self.path.way) do
y = s.y + 1, minetest.add_particle({
z = s.z + 0.1 * (random() * 2 - 1) pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 1,
size = 4,
collisiondetection = false,
vertical = false,
texture = "heart.png",
}) })
end
end
]] ]]
self.state = "" self.state = ""
@ -1221,7 +1314,6 @@ local smart_mobs = function(self, s, p, dist, dtime)
else else
-- yay i found path -- yay i found path
mob_sound(self, self.sounds.war_cry) mob_sound(self, self.sounds.war_cry)
set_velocity(self, self.walk_velocity) set_velocity(self, self.walk_velocity)
-- follow path now that it has it -- follow path now that it has it
@ -1296,28 +1388,24 @@ local monster_attack = function(self)
and (type == "player" or type == "npc" and (type == "player" or type == "npc"
or (type == "animal" and self.attack_animals == true)) then or (type == "animal" and self.attack_animals == true)) then
s = self.object:get_pos()
p = player:get_pos() p = player:get_pos()
sp = s sp = s
dist = get_distance(p, s)
-- aim higher to make looking up hills more realistic -- aim higher to make looking up hills more realistic
p.y = p.y + 1 p.y = p.y + 1
sp.y = sp.y + 1 sp.y = sp.y + 1
dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player to attack -- choose closest player to attack
if line_of_sight(self, sp, p, 2) == true if dist < min_dist
and dist < min_dist then and line_of_sight(self, sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = player min_player = player
end end
end end
end end
end
-- attack player -- attack player
if min_player then if min_player then
@ -1347,10 +1435,16 @@ local npc_attack = function(self)
if obj and obj.type == "monster" then if obj and obj.type == "monster" then
p = obj.object:get_pos() p = obj.object:get_pos()
sp = s
dist = get_distance(p, s) dist = get_distance(p, s)
if dist < min_dist then -- 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
min_dist = dist min_dist = dist
min_player = obj.object min_player = obj.object
end end
@ -1374,7 +1468,7 @@ local specific_runaway = function(list, what)
-- found entity on list to attack? -- found entity on list to attack?
for no = 1, #list do for no = 1, #list do
if list[no] == what or list[no] == "player" then if list[no] == what then
return true return true
end end
end end
@ -1424,7 +1518,6 @@ local runaway_from = function(self)
if name ~= "" and name ~= self.name if name ~= "" and name ~= self.name
and specific_runaway(self.runaway_from, name) then and specific_runaway(self.runaway_from, name) then
s = self.object:get_pos()
p = player:get_pos() p = player:get_pos()
sp = s sp = s
@ -1434,18 +1527,15 @@ local runaway_from = function(self)
dist = get_distance(p, s) dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player/mpb to runaway from -- choose closest player/mpb to runaway from
if line_of_sight(self, sp, p, 2) == true if dist < min_dist
and dist < min_dist then and line_of_sight(self, sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = player min_player = player
end end
end end
end end
end
if min_player then if min_player then
@ -1462,7 +1552,7 @@ local runaway_from = function(self)
yaw = yaw + pi yaw = yaw + pi
end end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw, 4)
self.state = "runaway" self.state = "runaway"
self.runaway_timer = 3 self.runaway_timer = 3
self.following = nil self.following = nil
@ -1548,7 +1638,7 @@ local follow_flop = function(self)
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw, 6)
-- anyone but standing npc's can move along -- anyone but standing npc's can move along
if dist > self.reach if dist > self.reach
@ -1652,7 +1742,7 @@ local do_states = function(self, dtime)
yaw = yaw + random(-0.5, 0.5) yaw = yaw + random(-0.5, 0.5)
end end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw, 8)
end end
set_velocity(self, 0) set_velocity(self, 0)
@ -1671,14 +1761,14 @@ local do_states = function(self, dtime)
self.state = "walk" self.state = "walk"
set_animation(self, "walk") set_animation(self, "walk")
-- fly up/down randomly for flying mobs --[[ fly up/down randomly for flying mobs
if self.fly and random(1, 100) <= self.walk_chance then if self.fly and random(1, 100) <= self.walk_chance then
local v = self.object:getvelocity() local v = self.object:getvelocity()
local ud = random(-1, 2) / 9 local ud = random(-1, 2) / 9
self.object:setvelocity({x = v.x, y = ud, z = v.z}) self.object:setvelocity({x = v.x, y = ud, z = v.z})
end end--]]
end end
end end
@ -1726,7 +1816,7 @@ local do_states = function(self, dtime)
if lp.x > s.x then yaw = yaw + pi end if lp.x > s.x then yaw = yaw + pi end
-- look towards land and jump/move in that direction -- look towards land and jump/move in that direction
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw, 6)
do_jump(self) do_jump(self)
set_velocity(self, self.walk_velocity) set_velocity(self, self.walk_velocity)
else else
@ -1745,14 +1835,14 @@ local do_states = function(self, dtime)
if lp.x > s.x then yaw = yaw + pi end if lp.x > s.x then yaw = yaw + pi end
end end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn -- otherwise randomly turn
elseif random(1, 100) <= 30 then elseif random(1, 100) <= 30 then
yaw = yaw + random(-0.5, 0.5) yaw = yaw + random(-0.5, 0.5)
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw, 8)
end end
-- stand for great fall in front -- stand for great fall in front
@ -1818,6 +1908,7 @@ local do_states = function(self, dtime)
self.v_start = false self.v_start = false
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
self.path.way = nil
return return
end end
@ -1833,7 +1924,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw)
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
@ -1903,7 +1994,7 @@ local do_states = function(self, dtime)
if minetest.find_node_near(pos, 1, {"group:water"}) if minetest.find_node_near(pos, 1, {"group:water"})
or minetest.is_protected(pos, "") then or minetest.is_protected(pos, "") then
node_break_radius = 0 node_break_radius = 1
end end
self.object:remove() self.object:remove()
@ -2021,7 +2112,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
@ -2124,7 +2215,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw)
set_velocity(self, 0) set_velocity(self, 0)
@ -2199,7 +2290,6 @@ local falling = function(self, pos)
end end
-- in water then float up -- in water then float up
-- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
if minetest.registered_nodes[node_ok(pos).name].groups.water then if minetest.registered_nodes[node_ok(pos).name].groups.water then
if self.floats == 1 then if self.floats == 1 then
@ -2400,7 +2490,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
end) ]] end) ]]
-- knock back effect (only on full punch) -- knock back effect (only on full punch)
if self.knock_back > 0 if self.knock_back
and tflp >= punch_interval then and tflp >= punch_interval then
local v = self.object:getvelocity() local v = self.object:getvelocity()
@ -2451,7 +2541,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
yaw = yaw + pi yaw = yaw + pi
end end
yaw = set_yaw(self.object, yaw) yaw = set_yaw(self, yaw, 6)
self.state = "runaway" self.state = "runaway"
self.runaway_timer = 0 self.runaway_timer = 0
self.following = nil self.following = nil
@ -2671,7 +2761,7 @@ local mob_activate = function(self, staticdata, def, dtime)
-- set anything changed above -- set anything changed above
self.object:set_properties(self) self.object:set_properties(self)
set_yaw(self.object, (random(0, 360) - 180) / 180 * pi) set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
update_tag(self) update_tag(self)
set_animation(self, "stand") set_animation(self, "stand")
@ -2741,6 +2831,46 @@ local mob_step = function(self, dtime)
falling(self, pos) falling(self, pos)
-- 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
-- knockback timer -- knockback timer
if self.pause_timer > 0 then if self.pause_timer > 0 then
@ -2775,9 +2905,6 @@ local mob_step = function(self, dtime)
self.timer = 1 self.timer = 1
end end
-- node replace check (cow eats grass etc.)
replace(self, pos)
-- mob plays random sound at times -- mob plays random sound at times
if random(1, 100) == 1 then if random(1, 100) == 1 then
mob_sound(self, self.sounds.random) mob_sound(self, self.sounds.random)
@ -2791,7 +2918,11 @@ local mob_step = function(self, dtime)
self.env_damage_timer = 0 self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
do_env_damage(self) do_env_damage(self)
-- node replace check (cow eats grass etc.)
replace(self, pos)
end end
monster_attack(self) monster_attack(self)
@ -2851,7 +2982,7 @@ minetest.register_entity(name, {
hp_min = max(1, (def.hp_min or 5) * difficulty), hp_min = max(1, (def.hp_min or 5) * difficulty),
hp_max = max(1, (def.hp_max or 10) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty),
physical = true, physical = true,
collisionbox = def.collisionbox, collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
selectionbox = def.selectionbox or def.collisionbox, selectionbox = def.selectionbox or def.collisionbox,
visual = def.visual, visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1}, visual_size = def.visual_size or {x = 1, y = 1},
@ -2880,7 +3011,7 @@ minetest.register_entity(name, {
attacks_monsters = def.attacks_monsters or false, attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false, group_attack = def.group_attack or false,
passive = def.passive or false, passive = def.passive or false,
knock_back = def.knock_back or 3, knock_back = def.knock_back ~= false,
blood_amount = def.blood_amount or 5, blood_amount = def.blood_amount or 5,
blood_texture = def.blood_texture or "mobs_blood.png", blood_texture = def.blood_texture or "mobs_blood.png",
shoot_offset = def.shoot_offset or 0, shoot_offset = def.shoot_offset or 0,
@ -3337,7 +3468,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
local grp = {spawn_egg = 1} local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master) -- do NOT add this egg to creative inventory (e.g. dungeon master)
if no_creative == true then if creative and no_creative == true then
grp.not_in_creative_inventory = 1 grp.not_in_creative_inventory = 1
end end
@ -3401,7 +3532,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
minetest.register_craftitem(mob, { minetest.register_craftitem(mob, {
description = desc, description = desc,
inventory_image = invimg, inventory_image = invimg,
groups = grp, groups = grp,
@ -3438,7 +3568,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
end end
if not minetest.registered_entities[mob] then if not minetest.registered_entities[mob] then
return return itemstack
end end
pos.y = pos.y + 1 pos.y = pos.y + 1
@ -3452,6 +3582,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
ent.owner = placer:get_player_name() ent.owner = placer:get_player_name()
ent.tamed = true ent.tamed = true
end end
-- set nametag -- set nametag
local nametag = itemstack:get_meta():get_string("name") local nametag = itemstack:get_meta():get_string("name")
if nametag ~= "" then if nametag ~= "" then
@ -3478,8 +3609,7 @@ end
-- capture critter (thanks to blert2112 for idea) -- capture critter (thanks to blert2112 for idea)
function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
return false return false
-- DISABLED IN MCL2 --[=[ DISABLED IN MCL2
--[=[
if self.child if self.child
or not clicker:is_player() or not clicker:is_player()
or not clicker:get_inventory() then or not clicker:get_inventory() then
@ -3588,8 +3718,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
mob_sound(self, "default_place_node_hard") mob_sound(self, "default_place_node_hard")
elseif chance ~= 0 then
else
minetest.chat_send_player(name, S("Missed!")) minetest.chat_send_player(name, S("Missed!"))
mob_sound(self, "mobs_swing") mob_sound(self, "mobs_swing")
@ -3603,7 +3732,6 @@ end
-- protect tamed mob with rune item -- protect tamed mob with rune item
function mobs:protect(self, clicker) function mobs:protect(self, clicker)
local name = clicker:get_player_name() local name = clicker:get_player_name()
local tool = clicker:get_wielded_item() local tool = clicker:get_wielded_item()
@ -3644,7 +3772,6 @@ local mob_sta = {}
-- feeding, taming and breeding (thanks blert2112) -- feeding, taming and breeding (thanks blert2112)
function mobs:feed_tame(self, clicker, feed_count, breed, tame) function mobs:feed_tame(self, clicker, feed_count, breed, tame)
if not self.follow then if not self.follow then
return false return false
end end
@ -3670,14 +3797,12 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
self.health = self.hp_max self.health = self.hp_max
if self.htimer < 1 then if self.htimer < 1 then
-- DISABLED IN MCL2 -- DISABLED IN MCL2
--[=[ --[=[
minetest.chat_send_player(clicker:get_player_name(), minetest.chat_send_player(clicker:get_player_name(),
S("@1 at full health (@2)", S("@1 at full health (@2)",
self.name:split(":")[2], tostring(self.health))) self.name:split(":")[2], tostring(self.health)))
]=] ]=]
self.htimer = 5 self.htimer = 5
end end
end end
@ -3751,9 +3876,9 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
end end
return false return false
end end
-- DISABLED IN MCL2 -- DISABLED IN MCL2
--[=[ --[=[
-- inspired by blockmen's nametag mod -- inspired by blockmen's nametag mod
@ -3799,11 +3924,11 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
-- reset external variables -- reset external variables
mob_obj[name] = nil mob_obj[name] = nil
mob_sta[name] = nil mob_sta[name] = nil
end end
end) end)
]=] ]=]
-- compatibility function for old entities to new modpack entities -- compatibility function for old entities to new modpack entities
function mobs:alias_mob(old_name, new_name) function mobs:alias_mob(old_name, new_name)
@ -3817,10 +3942,8 @@ function mobs:alias_mob(old_name, new_name)
on_step = function(self) on_step = function(self)
local pos = self.object:get_pos()
if minetest.registered_entities[new_name] then if minetest.registered_entities[new_name] then
minetest.add_entity(pos, new_name) minetest.add_entity(self.object:get_pos(), new_name)
end end
self.object:remove() self.object:remove()

View File

@ -46,8 +46,6 @@ functions needed for the mob to work properly which contains the following:
in e.g. "air" or "default:water_source". in e.g. "air" or "default:water_source".
'runaway' if true causes animals to turn and run away when hit. 'runaway' if true causes animals to turn and run away when hit.
'view_range' how many nodes in distance the mob can see a player. 'view_range' how many nodes in distance the mob can see a player.
'reach' how many nodes in distance a mob can attack a player while
standing.
'damage' how many health points the mob does to a player or another 'damage' how many health points the mob does to a player or another
mob when melee attacking. mob when melee attacking.
'knock_back' when true has mobs falling backwards when hit, the greater 'knock_back' when true has mobs falling backwards when hit, the greater
@ -565,8 +563,8 @@ External Settings for "minetest.conf"
is false) is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected 'mobs_spawn_protected' if set to false then mobs will not spawn in protected
areas (default is true) areas (default is true)
'remove_far_mobs' if true then mobs that are outside players visual 'remove_far_mobs' if true then untamed mobs that are outside players
range will be removed (default is false) visual range will be removed (default is true)
'mobname' can change specific mob chance rate (0 to disable) and 'mobname' can change specific mob chance rate (0 to disable) and
spawn number e.g. mobs_animal:cow = 1000,5 spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage 'mob_difficulty' sets difficulty level (health and hit damage

View File

@ -22,6 +22,7 @@ Lucky Blocks: 9
Changelog: Changelog:
- 1.41- Mob pathfinding has been updated thanks to Elkien3
- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. - 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob - 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage - 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage