local math_random = math.random local minetest_settings = minetest.settings -- get entity staticdata mobs.mob_staticdata = function(self) --despawn mechanism --don't despawned tamed or bred mobs if not self.tamed and not self.bred then if not mobs.check_for_player_within_area(self, 64) then --print("removing SERIALIZED!") self.object:remove() return end end self.remove_ok = true self.attack = nil self.following = nil if use_cmi then self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) end local tmp = {} for _,stat in pairs(self) do local t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "_cmi_components" then tmp[_] = self[_] end end return minetest.serialize(tmp) end -- activate mob and reload settings mobs.mob_activate = function(self, staticdata, def, dtime) -- remove monsters in peaceful mode if self.type == "monster" and minetest_settings:get_bool("only_peaceful_mobs", false) then mcl_burning.extinguish(self.object) 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 --set up wandering if not self.wandering then self.wandering = true end --clear animation self.current_animation = nil -- select random texture, set model and size if not self.base_texture then -- compatiblity with old simple mobs textures if type(def.textures[1]) == "string" then def.textures = {def.textures} end self.base_texture = def.textures[math_random(1, #def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox self.base_selbox = self.selectionbox end -- for current mobs that dont have this set if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox end -- 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 local selbox = self.base_selbox -- 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 baby mobs to half size if self.baby == true then vis_size = { x = self.base_size.x * self.baby_size, y = self.base_size.y * self.baby_size, } if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] * self.baby_size, self.base_colbox[2] * self.baby_size, self.base_colbox[3] * self.baby_size, self.base_colbox[4] * self.baby_size, self.base_colbox[5] * self.baby_size, self.base_colbox[6] * self.baby_size } selbox = { self.base_selbox[1] * self.baby_size, self.base_selbox[2] * self.baby_size, self.base_selbox[3] * self.baby_size, self.base_selbox[4] * self.baby_size, self.base_selbox[5] * self.baby_size, self.base_selbox[6] * self.baby_size } end if not self.dead and self.health == 0 then self.health = math_random (self.hp_min, self.hp_max) end if self.breath == nil then self.breath = self.breath_max end -- pathfinding init 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 -- Armor groups -- immortal=1 because we use custom health -- handling (using "health" property) 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) self.old_y = self.object:get_pos().y self.old_health = self.health self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size self.standing_in = "ignore" self.standing_on = "ignore" self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types self.texture_mods = {} self.object:set_texture_mod("") self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false -- check existing nametag if not self.nametag then self.nametag = def.nametag end -- set anything changed above self.object:set_properties(self) --update_tag(self) --mobs.set_animation(self, "stand") -- 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 if use_cmi then self._cmi_components = cmi.activate_components(self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end