local mob_class = mcl_mobs.mob_class local mob_class_meta = {__index = mcl_mobs.mob_class} local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs -- API for Mobs Redo: MineClone 2 Edition (MRM) local MAX_MOB_NAME_LENGTH = 30 local HORNY_TIME = 30 local HORNY_AGAIN_TIME = 300 local CHILD_GROW_TIME = 60*20 local DEATH_DELAY = 0.5 local DEFAULT_FALL_SPEED = -9.81*1.5 local FLOP_HEIGHT = 6 local FLOP_HOR_SPEED = 1.5 local PATHFINDING = "gowp" -- Localize local S = minetest.get_translator("mcl_mobs") local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48 local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local function mcl_log (message) if LOGGING_ON then mcl_util.mcl_log (message, "[Mobs]", true) end end -- Invisibility mod check mcl_mobs.invis = {} -- localize math functions local atann = math.atan local function atan(x) if not x or x ~= x then return 0 else return atann(x) end end -- Load settings local damage_enabled = minetest.settings:get_bool("enable_damage") local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128 if player_transfer_distance == 0 then player_transfer_distance = math.huge end local remove_far = true local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 local show_health = false local old_spawn_icons = minetest.settings:get_bool("mcl_old_spawn_icons",false) -- Shows helpful debug info above each mob local mobs_debug = minetest.settings:get_bool("mobs_debug", false) local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) -- Peaceful mode message so players will know there are no monsters if minetest.settings:get_bool("only_peaceful_mobs", false) then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), S("Peaceful mode active! No monsters will spawn.")) end) end local function dir_to_pitch(dir) --local dir2 = vector.normalize(dir) local xz = math.abs(dir.x) + math.abs(dir.z) return -math.atan2(-dir.y, xz) end -- pathfinding settings local enable_pathfinding = true local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching local stuck_path_timeout = 10 -- how long will mob follow path before giving up -- default nodes local node_ice = "mcl_core:ice" local node_snowblock = "mcl_core:snowblock" local node_snow = "mcl_core:snow" mcl_mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt" minetest.register_chatcommand("clearmobs",{ privs={maphack=true}, params = "||", description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."), func=function(n,param) local p = minetest.get_player_by_name(n) local num=tonumber(param) for _,o in pairs(minetest.luaentities) do if o.is_mob then if param == "all" or ( param == "nametagged" and o.nametag ) or ( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or ( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then o.object:remove() end end end end}) minetest.register_on_leaveplayer(function(player) local pn = player:get_player_name() if not active_particlespawners[pn] then return end for _,m in pairs(active_particlespawners[pn]) do for k,v in pairs(m) do minetest.delete_particlespawner(v) end end active_particlespawners[pn] = nil end) function mob_class:player_in_active_range() for _,p in pairs(minetest.get_connected_players()) do if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. end end -- blast damage to entities nearby local function entity_physics(pos,radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, dist for n = 1, #objs do obj_pos = objs[n]:get_pos() dist = vector.distance(pos, obj_pos) if dist < 1 then dist = 1 end local damage = math.floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players objs[n]:punch(objs[n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end -- Return true if object is in view_range local function object_in_range(self, object) if not object then return false end local factor -- Apply view range reduction for special player armor if object:is_player() then local factors = mcl_armor.player_view_range_factors[object] factor = factors and factors[self.name] end -- Distance check local dist if factor and factor == 0 then return false elseif factor then dist = self.view_range * factor else dist = self.view_range end local p1, p2 = self.object:get_pos(), object:get_pos() return p1 and p2 and (vector.distance(p1, p2) <= dist) end -- attack player/mob local do_attack = function(self, player) if self.state == "attack" or self.state == "die" then return end self.attack = player self.state = "attack" -- TODO: Implement war_cry sound without being annoying --if random(0, 100) < 90 then --self:mob_sound("war_cry", true) --end end -- Returns true is node can deal damage to self local is_node_dangerous = function(self, nodename) local nn = nodename if self.lava_damage > 0 then if minetest.get_item_group(nn, "lava") ~= 0 then return true end end if self.fire_damage > 0 then if minetest.get_item_group(nn, "fire") ~= 0 then return true end end if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then return true end return false end -- Returns true if node is a water hazard local is_node_waterhazard = function(self, nodename) local nn = nodename if self.water_damage > 0 then if minetest.get_item_group(nn, "water") ~= 0 then return true end end if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then if self.breath_max ~= -1 then -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then return true end end end return false end -- check line of sight (BrunoMine) local line_of_sight = function(self, pos1, pos2, stepsize) stepsize = stepsize or 1 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- Target Distance (td) to travel local td = vector.distance(pos1, pos2) -- Actual Distance (ad) traveled local ad = 0 -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'normal' nodebox. while minetest.registered_nodes[nn] and minetest.registered_nodes[nn].walkable == false do -- Check if you can still move forward if td < ad + stepsize then return true -- Reached the target end -- Moves the analyzed pos local d = vector.distance(pos1, pos2) npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z -- NaN checks if d == 0 or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then return false end ad = ad + stepsize -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check if within physical map limits (-30911 to 30927) local function within_limits(pos, radius) local wmin, wmax = -30912, 30928 if mcl_vars then if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max end end if radius then wmin = wmin - radius wmax = wmax + radius end for _,v in pairs(pos) do if v < wmin or v > wmax then return false end end return true end -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mcl_mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end local can_jump_cliff = function(self) local yaw = self.object:get_yaw() local pos = self.object:get_pos() local v = self.object:get_velocity() local v2 = math.abs(v.x)+math.abs(v.z)*.833 local jump_c_multiplier = 1 if v2/self.walk_velocity/2>1 then jump_c_multiplier = v2/self.walk_velocity/2 end -- where is front local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 --is there nothing under the block in front? if so jump the gap. local nodLow = node_ok({ x = pos.x + dir_x-0.6, y = pos.y - 0.5, z = pos.z + dir_z-0.6 }, "air") local nodFar = node_ok({ x = pos.x + dir_x*2, y = pos.y - 0.5, z = pos.z + dir_z*2 }, "air") local nodFar2 = node_ok({ x = pos.x + dir_x*2.5, y = pos.y - 0.5, z = pos.z + dir_z*2.5 }, "air") if minetest.registered_nodes[nodLow.name] and minetest.registered_nodes[nodLow.name].walkable ~= true and (minetest.registered_nodes[nodFar.name] and minetest.registered_nodes[nodFar.name].walkable == true or minetest.registered_nodes[nodFar2.name] and minetest.registered_nodes[nodFar2.name].walkable == true) then --disable fear heigh while we make our jump self._jumping_cliff = true minetest.after(1, function() if self and self.object then self._jumping_cliff = false end end) return true else return false end end -- is mob facing a cliff or danger local is_at_cliff_or_danger = function(self) if self.fear_height == 0 or can_jump_cliff(self) or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection! return false end local yaw = self.object:get_yaw() local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor local free_fall, blocker = minetest.line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) if free_fall then return true else local bnode = minetest.get_node(blocker) local danger = is_node_dangerous(self, bnode.name) if danger then return true else local def = minetest.registered_nodes[bnode.name] if def and def.walkable then return false end end end return false end -- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water local is_at_water_danger = function(self) if not self.object:get_luaentity() or can_jump_cliff(self) or self._jumping_cliff then return false end local yaw = self.object:get_yaw() local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor local free_fall, blocker = minetest.line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z}) if free_fall then return true else local bnode = minetest.get_node(blocker) local waterdanger = is_node_waterhazard(self, bnode.name) if waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then return false elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then return true else local def = minetest.registered_nodes[bnode.name] if def and def.walkable then return false end end end return false end -- jump if facing a solid node (not fences or gates) local do_jump = function(self) if not self.jump or self.jump_height == 0 or self.fly or (self.child and self.type ~= "monster") or self.order == "stand" then return false end self.facing_fence = false -- something stopping us while moving? if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- what is mob standing on? pos.y = pos.y + self.collisionbox[2] - 0.2 local nod = node_ok(pos) if minetest.registered_nodes[nod.name].walkable == false then return false end local v = self.object:get_velocity() local v2 = math.abs(v.x)+math.abs(v.z)*.833 local jump_c_multiplier = 1 if v2/self.walk_velocity/2>1 then jump_c_multiplier = v2/self.walk_velocity/2 end -- where is front local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 -- what is in front of mob? nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z }) -- this is used to detect if there's a block on top of the block in front of the mob. -- If there is, there is no point in jumping as we won't manage. local nodTop = node_ok({ x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z }, "air") -- we don't attempt to jump if there's a stack of blocks blocking if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then return false end -- thin blocks that do not need to be jumped if nod.name == node_snow then return false end local ndef = minetest.registered_nodes[nod.name] if self.walk_chance == 0 or ndef and ndef.walkable or can_jump_cliff(self) then if minetest.get_item_group(nod.name, "fence") == 0 and minetest.get_item_group(nod.name, "fence_gate") == 0 and minetest.get_item_group(nod.name, "wall") == 0 then local v = self.object:get_velocity() v.y = self.jump_height + 0.1 * 3 if can_jump_cliff(self) then v=vector.multiply(v, vector.new(2.8,1,2.8)) end self:set_animation( "jump") -- only when defined self.object:set_velocity(v) -- when in air move forward minetest.after(0.3, function(self, v) if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then return end self.object:set_acceleration({ x = v.x * 2, y = DEFAULT_FALL_SPEED, z = v.z * 2, }) end, self, v) if self.jump_sound_cooloff <= 0 then self:mob_sound("jump") self.jump_sound_cooloff = 0.5 end else self.facing_fence = true end -- if we jumped against a block/wall 4 times then turn if self.object:get_velocity().x ~= 0 and self.object:get_velocity().z ~= 0 then self.jump_count = (self.jump_count or 0) + 1 if self.jump_count == 4 then local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 1.35, 8) self.jump_count = 0 end end return true end return false end -- should mob follow what I'm holding ? local follow_holding = function(self, clicker) if self.nofollow then return false end if mcl_mobs.invis[clicker:get_player_name()] then return false end local item = clicker:get_wielded_item() local t = type(self.follow) -- single item if t == "string" and item:get_name() == self.follow then return true -- multiple items elseif t == "table" then for no = 1, #self.follow do if self.follow[no] == item:get_name() then return true end end end return false end -- find two animals of same type and breed if nearby and horny local breed = function(self) --mcl_log("In breed function") -- child takes a long time before growing into adult if self.child == true then -- When a child, hornytimer is used to count age until adulthood self.hornytimer = self.hornytimer + 1 if self.hornytimer >= CHILD_GROW_TIME then self.child = false self.hornytimer = 0 self.object:set_properties({ textures = self.base_texture, mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, selectionbox = self.base_selbox, }) -- custom function when child grows up if self.on_grown then self.on_grown(self) else -- jump when fully grown so as not to fall into ground self.object:set_velocity({ x = 0, y = self.jump_height*3, z = 0 }) end self.animation = nil local anim = self._current_animation self._current_animation = nil -- Mobs Redo does nothing otherwise mcl_mobs.self:set_animation( anim) end return end -- horny animal can mate for HORNY_TIME seconds, -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds if self.horny == true and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = 0 self.horny = false end end -- find another same animal who is also horny and mate if nearby if self.horny == true and self.hornytimer <= HORNY_TIME then mcl_log("In breed function. All good. Do the magic.") local pos = self.object:get_pos() mcl_mobs.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) local objs = minetest.get_objects_inside_radius(pos, 3) local num = 0 local ent = nil for n = 1, #objs do ent = objs[n]:get_luaentity() -- check for same animal with different colour local canmate = false if ent then if ent.name == self.name then canmate = true else local entname = string.split(ent.name,":") local selfname = string.split(self.name,":") if entname[1] == selfname[1] then entname = string.split(entname[2],"_") selfname = string.split(selfname[2],"_") if entname[1] == selfname[1] then canmate = true end end end end if canmate then mcl_log("In breed function. Can mate.") end if ent and canmate == true and ent.horny == true and ent.hornytimer <= HORNY_TIME then num = num + 1 end -- found your mate? then have a baby if num > 1 then self.hornytimer = HORNY_TIME + 1 ent.hornytimer = HORNY_TIME + 1 -- spawn baby minetest.after(5, function(parent1, parent2, pos) if not parent1.object:get_luaentity() then return end if not parent2.object:get_luaentity() then return end mcl_experience.throw_xp(pos, math.random(1, 7)) -- custom breed function if parent1.on_breed then -- when false, skip going any further if parent1.on_breed(parent1, parent2) == false then return end end local child = mcl_mobs.spawn_child(pos, parent1.name) local ent_c = child:get_luaentity() -- Use texture of one of the parents local p = math.random(1, 2) if p == 1 then ent_c.base_texture = parent1.base_texture else ent_c.base_texture = parent2.base_texture end child:set_properties({ textures = ent_c.base_texture }) -- tamed and owned by parents' owner ent_c.tamed = true ent_c.owner = parent1.owner end, self, ent, pos) num = 0 break end end end end -- find and replace what mob is looking for (grass, wheat etc.) local replace = function(self, pos) if not self.replace_rate or not self.replace_what or self.child == true or self.object:get_velocity().y ~= 0 or math.random(1, self.replace_rate) > 1 then return end local what, with, y_offset if type(self.replace_what[1]) == "table" then local num = math.random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" y_offset = self.replace_what[num][3] or 0 else what = self.replace_what with = self.replace_with or "" y_offset = self.replace_offset or 0 end pos.y = pos.y + y_offset local node = minetest.get_node(pos) if node.name == what then local oldnode = {name = what, param2 = node.param2} local newnode = {name = with, param2 = node.param2} local on_replace_return if self.on_replace then on_replace_return = self.on_replace(self, pos, oldnode, newnode) end if on_replace_return ~= false then if mobs_griefing then minetest.set_node(pos, newnode) end end end end -- check if daytime and also if mob is docile during daylight hours local day_docile = function(self) if self.docile_by_day == false then return false elseif self.docile_by_day == true and self.time_of_day > 0.2 and self.time_of_day < 0.8 then return true end end 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 s1 = self.path.lastpos local target_pos = self.attack:get_pos() -- is it becoming stuck? if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < .5 then self.path.stuck_timer = self.path.stuck_timer + dtime else self.path.stuck_timer = 0 end self.path.lastpos = {x = s.x, y = s.y, z = s.z} local use_pathfind = false local has_lineofsight = minetest.line_of_sight( {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 not self.object:get_luaentity() then return end 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 minetest.after(1, function(self) if not self.object:get_luaentity() then return end 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 not self.object:get_luaentity() then return end 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 -- since pathfinder is very sensitive local sheight = self.collisionbox[5] - self.collisionbox[2] -- round position to center of node to avoid stuck in walls -- also adjust height for player models! s.x = math.floor(s.x + 0.5) s.z = math.floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) -- determine node above ground if not ssight then s.y = sground.y + 1 end local p1 = self.attack:get_pos() p1.x = math.floor(p1.x + 0.5) p1.y = math.floor(p1.y + 0.5) p1.z = math.floor(p1.z + 0.5) local dropheight = 12 if self.fear_height ~= 0 then dropheight = self.fear_height end local jumpheight = 0 if self.jump and self.jump_height >= 4 then jumpheight = math.min(math.ceil(self.jump_height / 4), 4) elseif self.stepheight > 0.5 then jumpheight = 1 end self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch") self.state = "" do_attack(self, self.attack) -- no path found, try something else if not self.path.way then self.path.following = false -- lets make way by digging/building if not accessible if self.pathfinding == 2 and mobs_griefing then -- is player higher than mob? if s.y < p1.y then -- build upwards if not minetest.is_protected(s, "") then local ndef1 = minetest.registered_nodes[self.standing_in] if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then minetest.set_node(s, {name = mcl_mobs.fallback_node}) end end local sheight = math.ceil(self.collisionbox[5]) + 1 -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight -- remove one block above to make room to jump if not minetest.is_protected(s, "") then local node1 = node_ok(s, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.set_node(s, {name = "air"}) minetest.add_item(s, ItemStack(node1)) end end s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:get_yaw() + math.pi / 2 local p1 = { x = s.x + math.cos(yaw1), y = s.y, z = s.z + math.sin(yaw1) } if not minetest.is_protected(p1, "") then local node1 = node_ok(p1, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end p1.y = p1.y + 1 node1 = node_ok(p1, "air").name ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end end end end -- will try again in 2 seconds self.path.stuck_timer = stuck_timeout - 2 elseif s.y < p1.y and (not self.fly) then do_jump(self) --add jump to pathfinding self.path.following = true -- Yay, I found path! -- TODO: Implement war_cry sound without being annoying --self:mob_sound("war_cry", true) else self:set_velocity(self.walk_velocity) -- follow path now that it has it self.path.following = true end end end -- specific attacks local specific_attack = function(list, what) -- no list so attack default (player, animals etc.) if list == nil then return true end -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- find someone to attack local monster_attack = function(self) if not damage_enabled or self.passive ~= false or self.state == "attack" or day_docile(self) then return end local s = self.object:get_pos() local p, sp, dist local player, obj, min_player local type, name = "", "" local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) local blacklist_attack = {} for n = 1, #objs do if not objs[n]:is_player() then obj = objs[n]:get_luaentity() if obj then player = obj.object name = obj.name or "" end if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then table.insert(blacklist_attack, obj.attack) end end end for n = 1, #objs do if objs[n]:is_player() then if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not object_in_range(self, objs[n])) then type = "" elseif (self.type == "monster" or self._aggro) then player = objs[n] type = "player" name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object type = obj.type name = obj.name or "" end end -- find specific mob to attack, failing that attack player/npc/animal if specific_attack(self.specific_attack, name) and (type == "player" or ( type == "npc" and self.attack_npcs ) or (type == "animal" and self.attack_animals == true)) then p = player:get_pos() sp = s dist = vector.distance(p, s) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 local attacked_p = false for c=1, #blacklist_attack do if blacklist_attack[c] == player then attacked_p = true end end -- choose closest player to attack if dist < min_dist and not attacked_p and line_of_sight(self, sp, p, 2) == true then min_dist = dist min_player = player end end end if not min_player and #blacklist_attack > 0 then min_player=blacklist_attack[math.random(#blacklist_attack)] end -- attack player if min_player then do_attack(self, min_player) end end -- npc, find closest monster to attack local npc_attack = function(self) if self.type ~= "npc" or not self.attacks_monsters or self.state == "attack" then return end local p, sp, obj, min_player local s = self.object:get_pos() local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) for n = 1, #objs do obj = objs[n]:get_luaentity() if obj and obj.type == "monster" then p = obj.object:get_pos() sp = s local dist = vector.distance(p, s) -- 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_player = obj.object end end end if min_player then do_attack(self, min_player) end end -- specific runaway local specific_runaway = function(list, what) -- no list so do not run if list == nil then return false end -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- find someone to runaway from local runaway_from = function(self) if not self.runaway_from and self.state ~= "flop" then return end local s = self.object:get_pos() local p, sp, dist local player, obj, min_player local type, name = "", "" local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) for n = 1, #objs do if objs[n]:is_player() then if mcl_mobs.invis[ objs[n]:get_player_name() ] or self.owner == objs[n]:get_player_name() or (not object_in_range(self, objs[n])) then type = "" else player = objs[n] type = "player" name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object type = obj.type name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and specific_runaway(self.runaway_from, name) then p = player:get_pos() sp = s -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 dist = vector.distance(p, s) -- choose closest player/mpb to runaway from if dist < min_dist and line_of_sight(self, sp, p, 2) == true then min_dist = dist min_player = player end end end if min_player then local lp = player:get_pos() local vec = { x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z } local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw + pi end yaw = self:set_yaw( yaw, 4) self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- follow player if owner or holding item, if fish outta water then flop local follow_flop = function(self) -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.order ~= "sit" and self.state ~= "runaway" then local s = self.object:get_pos() local players = minetest.get_connected_players() for n = 1, #players do if (object_in_range(self, players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then self.following = players[n] break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then -- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item, -- mob is horny, fleeing or attacking if self.following and self.following:is_player() and (follow_holding(self, self.following) == false or self.horny or self.state == "runaway") then self.following = nil end end -- follow that thing if self.following then local s = self.object:get_pos() local p if self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() end if p then local dist = vector.distance(p, s) -- dont follow if out of range if (not object_in_range(self, self.following)) then self.following = nil else local vec = { x = p.x - s.x, z = p.z - s.z } local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if p.x > s.x then yaw = yaw +math.pi end self:set_yaw( yaw, 2.35) -- anyone but standing npc's can move along if dist > 3 and self.order ~= "stand" then self:set_velocity(self.follow_velocity) if self.walk_chance ~= 0 then self:set_animation( "run") end else self:set_velocity(0) self:set_animation( "stand") end return end end end -- swimmers flop when out of their element, and swim again when back in if self.fly then local s = self.object:get_pos() if self:flight_check( s) == false then self.state = "flop" self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) local p = self.object:get_pos() local sdef = minetest.registered_nodes[node_ok(vector.add(p, vector.new(0,self.collisionbox[2]-0.2,0))).name] -- Flop on ground if sdef and sdef.walkable then if self.object:get_velocity().y < 0.1 then self:mob_sound("flop") self.object:set_velocity({ x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), y = FLOP_HEIGHT, z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), }) end end self:set_animation( "stand", true) return elseif self.state == "flop" then self.state = "stand" self.object:set_acceleration({x = 0, y = 0, z = 0}) self:set_velocity(0) end end end -- dogshoot attack switch and counter function local dogswitch = function(self, dtime) -- switch mode not activated if not self.dogshoot_switch or not dtime then return 0 end self.dogshoot_count = self.dogshoot_count + dtime if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max) or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then self.dogshoot_count = 0 if self.dogshoot_switch == 1 then self.dogshoot_switch = 2 else self.dogshoot_switch = 1 end end return self.dogshoot_switch end local function go_to_pos(entity,b) if not entity then return end local s=entity.object:get_pos() if not b then --self.state = "stand" return end if vector.distance(b,s) < 1 then --entity:set_velocity(0) return true end local v = { x = b.x - s.x, z = b.z - s.z } local yaw = (atann(v.z / v.x) +math.pi/ 2) - entity.rotate if b.x > s.x then yaw = yaw +math.pi end entity.object:set_yaw(yaw) entity:set_velocity(entity.follow_velocity) entity:set_animation("walk") end local function interact_with_door(self, action, target) local p = self.object:get_pos() --local t = minetest.get_timeofday() --local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"}) --for _,d in pairs(dd) do if target then mcl_log("Door target is: ".. minetest.pos_to_string(target)) local n = minetest.get_node(target) if n.name:find("_b_") or n.name:find("_t_") then mcl_log("Door") local def = minetest.registered_nodes[n.name] local closed = n.name:find("_b_1") or n.name:find("_t_1") --if self.state == PATHFINDING then if closed and action == "open" and def.on_rightclick then mcl_log("Open door") def.on_rightclick(target,n,self) end if not closed and action == "close" and def.on_rightclick then mcl_log("Close door") def.on_rightclick(target,n,self) end --else else mcl_log("Not door") end else mcl_log("no target. cannot try and open or close door") end --end end local function do_pathfind_action (self, action) if action then mcl_log("Action present") local type = action["type"] local action_val = action["action"] local target = action["target"] if target then mcl_log("Target: ".. minetest.pos_to_string(target)) end if type and type == "door" then mcl_log("Type is door") interact_with_door(self, action_val, target) end end end local gowp_etime = 0 local function check_gowp(self,dtime) gowp_etime = gowp_etime + dtime -- 0.1 is optimal. --less frequently = villager will get sent back after passing a point. --more frequently = villager will fail points they shouldn't they just didn't get there yet --if gowp_etime < 0.05 then return end --gowp_etime = 0 local p = self.object:get_pos() -- no destination if not p or not self._target then mcl_log("p: ".. tostring(p)) mcl_log("self._target: ".. tostring(self._target)) return end -- arrived at location, finish gowp local distance_to_targ = vector.distance(p,self._target) --mcl_log("Distance to targ: ".. tostring(distance_to_targ)) if distance_to_targ < 2 then mcl_log("Arrived at _target") self.waypoints = nil self._target = nil self.current_target = nil self.state = "stand" self.order = "stand" self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0}) if self.callback_arrived then return self.callback_arrived(self) end return true end -- More pathing to be done local distance_to_current_target = 50 if self.current_target and self.current_target["pos"] then distance_to_current_target = vector.distance(p,self.current_target["pos"]) end -- 0.6 is working but too sensitive. sends villager back too frequently. 0.7 is quite good, but not with heights -- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning -- 0.9 and 1.0 is also good. Stick with unless door open or closing issues if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then -- We have waypoints, and no current target, or we're at it. We need a new current_target. do_pathfind_action (self, self.current_target["action"]) local failed_attempts = self.current_target["failed_attempts"] mcl_log("There after " .. failed_attempts .. " failed attempts. current target:".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: " .. distance_to_current_target) self.current_target = table.remove(self.waypoints, 1) go_to_pos(self, self.current_target["pos"]) return elseif self.current_target and self.current_target["pos"] then -- No waypoints left, but have current target. Potentially last waypoint to go to. self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1 local failed_attempts = self.current_target["failed_attempts"] if failed_attempts >= 50 then mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts) self.state = "stand" self.current_target = nil self.waypoints = nil self._target = nil self._pf_last_failed = os.time() self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0}) return end --mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: ".. distance_to_current_target) go_to_pos(self, self.current_target["pos"]) -- Do i just delete current_target, and return so we can find final path. else -- Not at target, no current waypoints or current_target. Through the door and should be able to path to target. -- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition. mcl_log("We don't have waypoints or a current target. Let's try to path to target") local final_wp = minetest.find_path(p,self._target,150,1,4) if final_wp then mcl_log("We might be able to get to target here.") -- self.waypoints = final_wp --go_to_pos(self,self._target) else -- Abandon route? mcl_log("Cannot plot final route to target") end end -- I don't think we need the following anymore, but test first. -- Maybe just need something to path to target if no waypoints left if self.current_target and self.current_target["pos"] and (self.waypoints and #self.waypoints == 0) then local updated_p = self.object:get_pos() local distance_to_cur_targ = vector.distance(updated_p,self.current_target["pos"]) mcl_log("Distance to current target: ".. tostring(distance_to_cur_targ)) mcl_log("Current p: ".. minetest.pos_to_string(updated_p)) -- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door if distance_to_cur_targ > 1.9 then mcl_log("not close to current target: ".. minetest.pos_to_string(self.current_target["pos"])) go_to_pos(self,self._current_target) else mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"])) self.current_target = nil end return end end -- execute current state (stand, walk, run, attacks) -- returns true if mob has died local do_states = function(self, dtime) --if self.can_open_doors then check_doors(self) end local yaw = self.object:get_yaw() or 0 if self.state == "stand" then if math.random(1, 4) == 1 then local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) local lp for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:get_pos() break end end -- look at any players nearby, otherwise turn randomly if lp and self.look_at_players then local vec = { x = lp.x - s.x, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw +math.pi end else yaw = yaw + math.random(-0.5, 0.5) end yaw = self:set_yaw( yaw, 8) end if self.order == "sit" then self:set_animation( "sit") self:set_velocity(0) else self:set_animation( "stand") self:set_velocity(0) end -- npc's ordered to stand stay standing if self.order == "stand" or self.order == "sleep" or self.order == "work" then else if self.walk_chance ~= 0 and self.facing_fence ~= true and math.random(1, 100) <= self.walk_chance and is_at_cliff_or_danger(self) == false then self:set_velocity(self.walk_velocity) self.state = "walk" self:set_animation( "walk") end end elseif self.state == PATHFINDING then check_gowp(self,dtime) elseif self.state == "walk" then local s = self.object:get_pos() local lp = nil -- is there something I need to avoid? if (self.water_damage > 0 and self.lava_damage > 0) or self.breath_max ~= -1 then lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) elseif self.water_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water"}) elseif self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:lava"}) elseif self.fire_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:fire"}) end local is_in_danger = false if lp then -- If mob in or on dangerous block, look for land if (is_node_dangerous(self, self.standing_in) or is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) and (not self.fly) then is_in_danger = true -- If mob in or on dangerous block, look for land if is_in_danger then -- Better way to find shore - copied from upstream lp = minetest.find_nodes_in_area_under_air( {x = s.x - 5, y = s.y - 0.5, z = s.z - 5}, {x = s.x + 5, y = s.y + 1, z = s.z + 5}, {"group:solid"}) lp = #lp > 0 and lp[math.random(#lp)] -- did we find land? if lp then local vec = { x = lp.x - s.x, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw +math.pi end -- look towards land and move in that direction yaw = self:set_yaw( yaw, 6) self:set_velocity(self.walk_velocity) end end -- A danger is near but mob is not inside else -- Randomly turn if math.random(1, 100) <= 30 then yaw = yaw + math.random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end end yaw = self:set_yaw( yaw, 8) -- otherwise randomly turn elseif math.random(1, 100) <= 30 then yaw = yaw + math.random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end -- stand for great fall or danger or fence in front local cliff_or_danger = false if is_in_danger then cliff_or_danger = is_at_cliff_or_danger(self) end if self.facing_fence == true or cliff_or_danger or math.random(1, 100) <= 30 then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else self:set_velocity(self.walk_velocity) if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation( "fly") else self:set_animation( "walk") end end -- runaway when punched elseif self.state == "runaway" then self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or is_at_cliff_or_danger(self) then self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else self:set_velocity( self.run_velocity) self:set_animation( "run") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then local s = self.object:get_pos() local p = self.attack:get_pos() or s -- stop attacking if player invisible or out of range if not self.attack or not self.attack:get_pos() or not object_in_range(self, self.attack) or self.attack:get_hp() <= 0 or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then self.state = "stand" self:set_velocity( 0) self:set_animation( "stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end -- calculate distance from mob and enemy local dist = vector.distance(p, s) if self.attack_type == "explode" then local vec = { x = p.x - s.x, z = p.z - s.z } yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if p.x > s.x then yaw = yaw +math.pi end yaw = self:set_yaw( yaw, 0, dtime) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach and line_of_sight(self, s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound("fuse", nil, false) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist >= self.explosiontimer_reset_radius or not line_of_sight(self, s, p, 2)) then self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self:remove_texture_mod("^[brighten") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < self.reach) then self:set_velocity( 0) else self:set_velocity( self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation( "run") else self:set_animation( "walk") end if self.v_start then self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime if self.blinktimer > 0.2 then self.blinktimer = 0 if self.blinkstatus then self:remove_texture_mod("^[brighten") else self:add_texture_mod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > self.explosion_timer then local pos = self.object:get_pos() if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object) else minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }, true) entity_physics(pos, entity_damage_radius) mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0) end mcl_burning.extinguish(self.object) self.object:remove() return true end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy) or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then if self.fly and dist > self.reach then local p1 = s local me_y = math.floor(p1.y) local p2 = p local p_y = math.floor(p2.y + 1) local v = self.object:get_velocity() if self:flight_check( s) then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -0.01, z = v.z }) end end end -- rnd: new movement direction if self.path.following and self.path.way and self.attack_type ~= "dogshoot" then -- no paths longer than 50 if #self.path.way > 50 or dist < self.reach then self.path.following = false return end local p1 = self.path.way[1] if not p1 then self.path.following = false return end if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue table.remove(self.path.way, 1) end -- set new temporary target p = {x = p1.x, y = p1.y, z = p1.z} end local vec = { x = p.x - s.x, z = p.z - s.z } yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate if p.x > s.x then yaw = yaw + math.pi end yaw = self:set_yaw( yaw, 0, dtime) -- move towards enemy if beyond mob reach if dist > self.reach then -- path finding by rnd if self.pathfinding -- only if mob has pathfinding enabled and enable_pathfinding then smart_mobs(self, s, p, dist, dtime) end if is_at_cliff_or_danger(self) then self:set_velocity( 0) self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else if self.path.stuck then self:set_velocity( self.walk_velocity) else self:set_velocity( self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation( "run") else self:set_animation( "walk") end end else -- rnd: if inside reach range self.path.stuck = false self.path.stuck_timer = 0 self.path.following = false -- not stuck anymore self:set_velocity( 0) if not self.custom_attack then if self.timer > 1 then self.timer = 0 if self.double_melee_attack and math.random(1, 2) == 1 then self:set_animation( "punch2") else self:set_animation( "punch") end local p2 = p local s2 = s p2.y = p2.y + .5 s2.y = s2.y + .5 if line_of_sight(self, p2, s2) == true then -- play attack sound self:mob_sound("attack") -- punch player (or what player is attached to) local attached = self.attack:get_attach() if attached then self.attack = attached end self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = self.damage} }, nil) end end else -- call custom attack every second if self.custom_attack and self.timer > 1 then self.timer = 0 self.custom_attack(self, p) end end end elseif self.attack_type == "shoot" or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1) or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and dogswitch(self) == 0) then p.y = p.y - .5 s.y = s.y + .5 local dist = vector.distance(p, s) local vec = { x = p.x - s.x, y = p.y - s.y, z = p.z - s.z } yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if p.x > s.x then yaw = yaw +math.pi end yaw = self:set_yaw( yaw, 0, dtime) local stay_away_from_player = vector.new(0,0,0) --strafe back and fourth --stay away from player so as to shoot them if dist < self.avoid_distance and self.shooter_avoid_enemy then self:set_animation( "shoot") stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33) end if self.strafes then if not self.strafe_direction then self.strafe_direction = 1.57 end if math.random(40) == 1 then self.strafe_direction = self.strafe_direction*-1 end self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player) else self:set_velocity( 0) end local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if self.shoot_interval and self.timer > self.shoot_interval and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next() and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation( "shoot") -- play shoot attack sound self:mob_sound("shoot_attack") -- Shoot arrow if minetest.registered_entities[self.arrow] then local arrow, ent local v = 1 if not self.shoot_arrow then self.firing = true minetest.after(1, function() self.firing = false end) arrow = minetest.add_entity(p, self.arrow) ent = arrow:get_luaentity() if ent.velocity then v = ent.velocity end ent.switch = 1 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- important for mcl_shields ent._shooter = self.object ent._saved_shooter_pos = self.object:get_pos() end local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 -- offset makes shoot aim accurate vec.y = vec.y + self.shoot_offset vec.x = vec.x * (v / amount) vec.y = vec.y * (v / amount) vec.z = vec.z * (v / amount) if self.shoot_arrow then vec = vector.normalize(vec) self:shoot_arrow(p, vec) else arrow:set_velocity(vec) end end end else end end end function output_table (wp) if not wp then return end mcl_log("wp items: ".. tostring(#wp)) for a,b in pairs(wp) do mcl_log(a.. ": ".. tostring(b)) end end function append_paths (wp1, wp2) mcl_log("Start append") if not wp1 or not wp2 then mcl_log("Cannot append wp's") return end output_table(wp1) output_table(wp2) for _,a in pairs (wp2) do table.insert(wp1, a) end mcl_log("End append") end local function output_enriched (wp_out) mcl_log("Output enriched path") local i = 0 for _,outy in pairs (wp_out) do i = i + 1 mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"])) local action = outy["action"] if action then mcl_log("type: " .. action["type"]) mcl_log("action: " .. action["action"]) mcl_log("target: " .. minetest.pos_to_string(action["target"])) end mcl_log("failed attempts: " .. outy["failed_attempts"]) end end -- This function will take a list of paths, and enrich it with: -- a var for failed attempts -- an action, such as to open or close a door where we know that pos requires that action local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos) local wp_out = {} for i, cur_pos in pairs(wp_in) do local action = nil local one_down = vector.new(0,-1,0) local cur_pos_to_add = vector.add(cur_pos, one_down) if door_open_pos and vector.equals (cur_pos, door_open_pos) then mcl_log ("Door open match") --action = {type = "door", action = "open"} action = {} action["type"] = "door" action["action"] = "open" action["target"] = cur_door_pos cur_pos_to_add = vector.add(cur_pos, one_down) elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then mcl_log ("Door close match") --action = {type = "door", action = "closed"} action = {} action["type"] = "door" action["action"] = "close" action["target"] = cur_door_pos cur_pos_to_add = vector.add(cur_pos, one_down) elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then mcl_log("Current door pos") cur_pos_to_add = vector.add(cur_pos, one_down) action = {} action["type"] = "door" action["action"] = "open" action["target"] = cur_door_pos else cur_pos_to_add = cur_pos --mcl_log ("Pos doesn't match") end wp_out[i] = {} wp_out[i]["pos"] = cur_pos_to_add wp_out[i]["failed_attempts"] = 0 wp_out[i]["action"] = action --wp_out[i] = {"pos" = cur_pos, "failed_attempts" = 0, "action" = action} --output_pos(cur_pos, i) end output_enriched(wp_out) return wp_out end local plane_adjacents = { vector.new(1,0,0), vector.new(-1,0,0), vector.new(0,0,1), vector.new(0,0,-1), } -- This function is used to see if we can path. We could use to check a route, rather than making people move. local function calculate_path_through_door (p, t, target) -- target is the same as t, just 1 square difference. Maybe we don't need target mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t)) local enriched_path = nil local cur_door_pos = nil local pos_closest_to_door = nil local other_side_of_door = nil --Path to door first local wp = minetest.find_path(p,t,150,1,4) if not wp then mcl_log("No direct path. Path through door") -- This could improve. There could be multiple doors. Check you can path from door to target first. local cur_door_pos = minetest.find_node_near(target,16,{"group:door"}) if cur_door_pos then mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos)) for _,v in pairs(plane_adjacents) do pos_closest_to_door = vector.add(cur_door_pos,v) local n = minetest.get_node(pos_closest_to_door) if n.name == "air" then wp = minetest.find_path(p,pos_closest_to_door,150,1,4) if wp then mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door)) other_side_of_door = vector.add(cur_door_pos,-v) mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door)) local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4) if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then table.insert(wp, cur_door_pos) append_paths (wp, wp_otherside_door_to_target) enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos) mcl_log("We have a path from outside door to target") else mcl_log("We cannot path from outside door to target") end break else mcl_log("This block next to door doesn't work.") end else mcl_log("Block is not air, it is: ".. n.name) end end else mcl_log("No door found") end else mcl_log("We have a direct route") end if wp and not enriched_path then enriched_path = generate_enriched_path(wp) end return enriched_path end local gopath_last = os.time() function mcl_mobs:gopath(self,target,callback_arrived) if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed)) return else mcl_log("We are ready to pathfind, no previous fail or we are past threshold") end --if os.time() - gopath_last < 5 then -- mcl_log("Not ready to path yet") -- return --end --gopath_last = os.time() self.order = nil local p = self.object:get_pos() local t = vector.offset(target,0,1,0) local wp = calculate_path_through_door(p, t, target) if not wp then mcl_log("Could not calculate path") self._pf_last_failed = os.time() -- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others. end --output_table(wp) if wp and #wp > 0 then self._target = t self.callback_arrived = callback_arrived local current_location = table.remove(wp,1) if current_location and current_location["pos"] then mcl_log("Removing first co-ord? " .. tostring(current_location["pos"])) else mcl_log("Nil pos") end self.current_target = current_location self.waypoints = wp self.state = PATHFINDING return true else self.state = "walk" self.waypoints = nil self.current_target = nil -- minetest.log("no path found") end end local function player_near(pos) for _,o in pairs(minetest.get_objects_inside_radius(pos,2)) do if o:is_player() then return true end end end local function get_armor_texture(armor_name) if armor_name == "" then return "" end if armor_name=="blank.png" then return "blank.png" end local seperator = string.find(armor_name, ":") return "mcl_armor_"..string.sub(armor_name, seperator+1, -1)..".png^" end local function set_armor_texture(self) if self.armor_list then local chestplate=minetest.registered_items[self.armor_list.chestplate] or {name=""} local boots=minetest.registered_items[self.armor_list.boots] or {name=""} local leggings=minetest.registered_items[self.armor_list.leggings] or {name=""} local helmet=minetest.registered_items[self.armor_list.helmet] or {name=""} if helmet.name=="" and chestplate.name=="" and leggings.name=="" and boots.name=="" then helmet={name="blank.png"} end local texture = get_armor_texture(chestplate.name)..get_armor_texture(helmet.name)..get_armor_texture(boots.name)..get_armor_texture(leggings.name) if string.sub(texture, -1,-1) == "^" then texture=string.sub(texture,1,-2) end if self.textures[self.wears_armor] then self.textures[self.wears_armor]=texture end self.object:set_properties({textures=self.textures}) local armor_ if type(self.armor) == "table" then armor_ = table.copy(self.armor) armor_.immortal = 1 else armor_ = {immortal=1, fleshy = self.armor} end for _,item in pairs(self.armor_list) do if not item then return end if type(minetest.get_item_group(item, "mcl_armor_points")) == "number" then armor_.fleshy=armor_.fleshy-(minetest.get_item_group(item, "mcl_armor_points")*3.5) end end self.object:set_armor_groups(armor_) end end local function check_item_pickup(self) if self.pick_up and #self.pick_up > 0 or self.wears_armor then local p = self.object:get_pos() for _,o in pairs(minetest.get_objects_inside_radius(p,2)) do local l=o:get_luaentity() if l and l.name == "__builtin:item" then if not player_near(p) and l.itemstring:find("mcl_armor") and self.wears_armor then local armor_type if l.itemstring:find("chestplate") then armor_type = "chestplate" elseif l.itemstring:find("boots") then armor_type = "boots" elseif l.itemstring:find("leggings") then armor_type = "leggings" elseif l.itemstring:find("helmet") then armor_type = "helmet" end if not armor_type then return end if not self.armor_list then self.armor_list={helmet="",chestplate="",boots="",leggings=""} elseif self.armor_list[armor_type] and self.armor_list[armor_type] ~= "" then return end self.armor_list[armor_type]=ItemStack(l.itemstring):get_name() o:remove() end if self.pick_up then for k,v in pairs(self.pick_up) do if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then local r = self.on_pick_up(self,l) if r and r.is_empty and not r:is_empty() then l.itemstring = r:to_string() elseif r and r.is_empty and r:is_empty() then o:remove() end end end end end end end end local check_herd_timer = 0 local function check_herd(self,dtime) local pos = self.object:get_pos() if not pos then return end check_herd_timer = check_herd_timer + dtime if check_herd_timer < 4 then return end check_herd_timer = 0 for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do local l = o:get_luaentity() local p,y if l and l.is_mob and l.name == self.name then if self.horny and l.horny then p = l.object:get_pos() else y = o:get_yaw() end if p then go_to_pos(self,p) elseif y then self:set_yaw(y) end end end end local teleport = function(self, target) if self.do_teleport then if self.do_teleport(self, target) == false then return end end end -- deal damage and effects when mob punched local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- custom punch function if self.do_punch then -- when false skip going any further if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then return end end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return end local is_player = hitter:is_player() if is_player then -- is mob protected? if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then return end if minetest.is_creative_enabled(hitter:get_player_name()) then self.health = 0 end -- set/update 'drop xp' timestamp if hitted by player self.xp_timestamp = minetest.get_us_time() end -- punch interval local weapon = hitter:get_wielded_item() local punch_interval = 1.4 -- exhaust attacker if is_player then mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK) end -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} local tmp -- quick error check incase it ends up 0 (serialize.h check test) if tflp == 0 then tflp = 0.2 end for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) if tmp < 0 then tmp = 0.0 elseif tmp > 1 then tmp = 1.0 end damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp * ((armor[group] or 0) / 100.0) end if weapon then local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") if fire_aspect_level > 0 then mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) end end -- check for tool immunity or special damage for n = 1, #self.immune_to do if self.immune_to[n][1] == weapon:get_name() then damage = self.immune_to[n][2] or 0 break end end -- healing if damage <= -1 then self.health = self.health - math.floor(damage) return end if tool_capabilities then punch_interval = tool_capabilities.full_punch_interval or 1.4 end -- add weapon wear manually -- Required because we have custom health handling ("health" property) if minetest.is_creative_enabled("") ~= true and tool_capabilities then if tool_capabilities.punch_attack_uses then -- Without this delay, the wear does not work. Quite hacky ... minetest.after(0, function(name) local player = minetest.get_player_by_name(name) if not player then return end local weapon = hitter:get_wielded_item(player) local def = weapon:get_definition() if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then local wear = math.floor(65535/tool_capabilities.punch_attack_uses) weapon:add_wear(wear) hitter:set_wielded_item(weapon) end end, hitter:get_player_name()) end end local die = false if damage >= 0 then -- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately. if damage >= 0.1 then -- weapon sounds if weapon:get_definition().sounds ~= nil then local s = math.random(0, #weapon:get_definition().sounds) minetest.sound_play(weapon:get_definition().sounds[s], { object = self.object, --hitter, max_hear_distance = 8 }, true) else minetest.sound_play("default_punch", { object = self.object, max_hear_distance = 5 }, true) end self:damage_effect(damage) -- do damage self.health = self.health - damage -- skip future functions if dead, except alerting others if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then die = true end end -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then -- direction error check dir = dir or {x = 0, y = 0, z = 0} local v = self.object:get_velocity() if not v then return end local r = 1.4 - math.min(punch_interval, 1.4) local kb = r * (math.abs(v.x)+math.abs(v.z)) local up = 2 if die==true then kb=kb*2 end -- if already in air then dont go up anymore when hit if math.abs(v.y) > 0.1 or self.fly then up = 0 end -- check if tool already has specific knockback value if tool_capabilities.damage_groups["knockback"] then kb = tool_capabilities.damage_groups["knockback"] else kb = kb * 1.5 end local luaentity if hitter then luaentity = hitter:get_luaentity() end if hitter and is_player then local wielditem = hitter:get_wielded_item() kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback") elseif luaentity and luaentity._knockback then kb = kb + luaentity._knockback end self._kb_turn = true self._turn_to=self.object:get_yaw()-1.57 self.frame_speed_multiplier=2.3 if self.animation.run_end then self:set_animation( "run") elseif self.animation.walk_end then self:set_animation( "walk") end minetest.after(0.2, function() if self and self.object then self.frame_speed_multiplier=1 self._kb_turn = false end end) self.object:add_velocity({ x = dir.x * kb, y = up*2, z = dir.z * kb }) self.pause_timer = 0.25 end end -- END if damage -- if skittish then run away if hitter and is_player and hitter:get_pos() and not die and self.runaway == true and self.state ~= "flop" then local yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos()))) minetest.after(0.2,function() if self and self.object and self.object:get_pos() and hitter and is_player and hitter:get_pos() then yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos()))) self:set_velocity( self.run_velocity) end end) self.state = "runaway" self.runaway_timer = 0 self.following = nil end local name = hitter:get_player_name() or "" -- attack puncher and call other mobs for help if self.passive == false and self.state ~= "flop" and (self.child == false or self.type == "monster") and hitter:get_player_name() ~= self.owner and not mcl_mobs.invis[ name ] then if not die then -- attack whoever punched mob self.state = "" do_attack(self, hitter) self._aggro= true end -- alert others to the attack local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) local obj = nil for n = 1, #objs do obj = objs[n]:get_luaentity() if obj then -- only alert members of same mob or friends if obj.group_attack and obj.state ~= "attack" and obj.owner ~= name then if obj.name == self.name then do_attack(obj, hitter) elseif type(obj.group_attack) == "table" then for i=1, #obj.group_attack do if obj.name == obj.group_attack[i] then obj._aggro = true do_attack(obj, hitter) break end end end end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then do_attack(obj, self.object) end end end end end local mob_detach_child = function(self, child) if self.detach_child then if self.detach_child(self, child) then return end end if self.driver == child then self.driver = nil end end -- get entity staticdata local mob_staticdata = function(self) for _,p in pairs(minetest.get_connected_players()) do self:remove_particlespawners(p:get_player_name()) end -- remove mob when out of range unless tamed if remove_far and self.can_despawn and self.remove_ok and ((not self.nametag) or (self.nametag == "")) and self.lifetimer <= 20 then if spawn_logging then minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range") end return "remove"-- nil end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" 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 local mob_activate = function(self, staticdata, def, dtime) if not self.object:get_pos() or staticdata == "remove" then mcl_burning.extinguish(self.object) self.object:remove() return end -- 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 -- 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 local c = 1 if #def.textures > c then c = #def.textures end self.base_texture = def.textures[math.random(c)] 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 child objects to half size if self.child == true then vis_size = { x = self.base_size.x * .5, y = self.base_size.y * .5, } if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5 } selbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5 } end if 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 if not self.custom_visual_size then -- Remove saved visual_size on old existing entites. self.visual_size = nil self.base_size = self.visual_size if self.child then self.visual_size = { x = self.visual_size.x * 0.5, y = self.visual_size.y * 0.5, } end end -- set anything changed above self.object:set_properties(self) self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6) self:update_tag() self._current_animation = nil self:set_animation( "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 if not self.wears_armor and self.armor_list then self.armor_list = nil end if not self._run_armor_init and self.wears_armor then self.armor_list={helmet="",chestplate="",boots="",leggings=""} set_armor_texture(self) self._run_armor_init = true end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end end local function check_aggro(self,dtime) if not self._aggro or not self.attack then return end if not self._check_aggro_timer or self._check_aggro_timer > 5 then self._check_aggro_timer = 0 if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then self._aggro = nil self.attack = nil self.state = "stand" end end self._check_aggro_timer = self._check_aggro_timer + dtime end -- main mob function local mob_step = function(self, dtime) self.lifetimer = self.lifetimer - dtime local pos = self.object:get_pos() -- Despawning: when lifetimer expires, remove mob if remove_far and self.can_despawn == true and ((not self.nametag) or (self.nametag == "")) and self.state ~= "attack" and self.following == nil then if self.despawn_immediately or self.lifetimer <= 0 then if spawn_logging then minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out") end mcl_burning.extinguish(self.object) self.object:remove() return elseif self.lifetimer <= 10 then if math.random(10) < 4 then self.despawn_immediately = true else self.lifetimer = 20 end end end local v = self.object:get_velocity() local d = 0.85 if (self.state and self.state=="die" or self:check_for_death()) and not self.animation.die_end then d = 0.92 local rot = self.object:get_rotation() rot.z = ((math.pi/2-rot.z)*.2)+rot.z self.object:set_rotation(rot) end if not self:player_in_active_range() then self:set_animation( "stand", true) local node_under = node_ok(vector.offset(pos,0,-1,0)).name local acc = self.object:get_acceleration() if acc.y > 0 or node_under ~= "air" then self.object:set_acceleration(vector.new(0,0,0)) self.object:set_velocity(vector.new(0,0,0)) end if acc.y == 0 and node_under == "air" then self:falling(pos) end return end if v then --diffuse object velocity self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) end check_item_pickup(self) check_aggro(self,dtime) self:check_particlespawners(dtime) if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) -- mcl_burning.tick may remove object immediately if not self.object:get_pos() then return end end local yaw = 0 if mobs_debug then self:update_tag() end if self.state == "die" then return end if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end if self.opinion_sound_cooloff > 0 then self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime end if self:falling(pos) then -- Return if mob died after falling return end --Mob following code. follow_flop(self) --set animation speed relitive to velocity local v = self.object:get_velocity() if v then if self.frame_speed_multiplier then local v2 = math.abs(v.x)+math.abs(v.z)*.833 if not self.animation.walk_speed then self.animation.walk_speed = 25 end if math.abs(v.x)+math.abs(v.z) > 0.5 then self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier) else self.object:set_animation_frame_speed(25) end end --set_speed if self.acc then self.object:add_velocity(self.acc) end end -- smooth rotation by ThomasMonroe314 if self._turn_to then self:set_yaw( self._turn_to, .1) end if self.delay and self.delay > 0 then local yaw = self.object:get_yaw() or 0 if self.delay == 1 then yaw = self.target_yaw else local dif = math.abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > math.pi then dif = 2 * math.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 >math.pi then dif = 2 * math.pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end if yaw < 0 then yaw = yaw + (math.pi * 2) end end self.delay = self.delay - 1 if self.shaking then yaw = yaw + (math.random() * 2 - 1) * 5 * dtime end self.object:set_yaw(yaw) self:update_roll() end -- end rotation if self.head_swivel and type(self.head_swivel) == "string" then local final_rotation = vector.new(0,0,0) local oldp,oldr = self.object:get_bone_position(self.head_swivel) for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then if not self._locked_object then if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then self._locked_object = obj end else if math.random(10000/self.curiosity) == 1 then self._locked_object = nil end end end end if self.attack or self.following then self._locked_object = self.attack or self.following end if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then local _locked_object_eye_height = 1.5 if self._locked_object:get_luaentity() then _locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height end if self._locked_object:is_player() then _locked_object_eye_height = self._locked_object:get_properties().eye_height end if _locked_object_eye_height then local self_rot = self.object:get_rotation() if self.object:get_attach() then self_rot = self.object:get_attach():get_rotation() end if self.rot then local player_pos = self._locked_object:get_pos() local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0))) local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then final_rotation = vector.multiply(oldr, 0.9) elseif self.attack and self.state == "attack" and not self.runaway then if self.head_yaw == "y" then final_rotation = vector.new(mob_pitch, mob_yaw, 0) elseif self.head_yaw == "z" then final_rotation = vector.new(mob_pitch, 0, -mob_yaw) end else if self.head_yaw == "y" then final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0) elseif self.head_yaw == "z" then final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3) end end end end elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then final_rotation = vector.multiply(oldr, 0.9) else final_rotation = vector.new(0,0,0) end mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation) end -- run custom function (defined in mob lua file) if self.do_custom then -- when false skip going any further if self.do_custom(self, dtime) == false then return end end -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" and self.state ~= PATHFINDING then if self.timer < 1 then return end self.timer = 0 end -- never go over 100 if self.timer > 100 then self.timer = 1 end -- mob plays random sound at times if math.random(1, 70) == 1 then self:mob_sound("random", true) end -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if (self.state == "attack" and self.env_damage_timer > 1) or self.state ~= "attack" then self:check_entity_cramming() self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return end -- node replace check (cow eats grass etc.) replace(self, pos) end monster_attack(self) npc_attack(self) breed(self) if do_states(self, dtime) then return end if not self.object:get_luaentity() then return false end do_jump(self) set_armor_texture(self) runaway_from(self) if is_at_water_danger(self) and self.state ~= "attack" then if math.random(1, 10) <= 6 then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") yaw = yaw + math.random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end else if self.move_in_group ~= false then check_herd(self,dtime) end end -- Add water flowing for mobs from mcl_item_entity local p, node, nn, def p = self.object:get_pos() node = minetest.get_node_or_nil(p) if node then nn = node.name def = minetest.registered_nodes[nn] end -- Move item around on flowing liquids if def and def.liquidtype == "flowing" then --[[ Get flowing direction (function call from flowlib), if there's a liquid. NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]] local vec = flowlib.quick_flow(p, node) -- Just to make sure we don't manipulate the speed for no reason if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" local f = 1.39 -- Set new item moving speed into the direciton of the liquid local newv = vector.multiply(vec, f) self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) self.physical_state = true self._flowing = true self.object:set_properties({ physical = true }) return end elseif self._flowing == true then -- Disable flowing physics if not on/in flowing liquid self._flowing = false return end if is_at_cliff_or_danger(self) then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) end end -- default function when mobs are blown up with TNT local do_tnt = function(obj, damage) obj.object:punch(obj.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) return false, true, {} end mcl_mobs.spawning_mobs = {} -- Code to execute before custom on_rightclick handling local on_rightclick_prefix = function(self, clicker) local item = clicker:get_wielded_item() -- Name mob with nametag if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then local tag = item:get_meta():get_string("name") if tag ~= "" then if string.len(tag) > MAX_MOB_NAME_LENGTH then tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH) end self.nametag = tag self:update_tag() if not minetest.is_creative_enabled(clicker:get_player_name()) then item:take_item() clicker:set_wielded_item(item) end return true end end return false end local create_mob_on_rightclick = function(on_rightclick) return function(self, clicker) local stop = on_rightclick_prefix(self, clicker) if (not stop) and (on_rightclick) then on_rightclick(self, clicker) end end end -- register mob entity function mcl_mobs.register_mob(name, def) mcl_mobs.spawning_mobs[name] = true local can_despawn if def.can_despawn ~= nil then can_despawn = def.can_despawn elseif def.spawn_class == "passive" then can_despawn = false else can_despawn = true end local function scale_difficulty(value, default, min, special) if (not value) or (value == default) or (value == special) then return default else return math.max(min, value * difficulty) end end local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} -- Workaround for : -- Increase upper Y limit to avoid mobs glitching through solid nodes. -- FIXME: Remove workaround if it's no longer needed. if collisionbox[5] < 0.79 then collisionbox[5] = 0.79 end minetest.register_entity(name, setmetatable({ use_texture_alpha = def.use_texture_alpha, head_swivel = def.head_swivel or nil, -- bool to activate this function head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player curiosity = def.curiosity or 1, -- how often mob will look at player on idle head_yaw = def.head_yaw or "y", -- axis to rotate head on horrizonatal_head_height = def.horrizonatal_head_height or 0, wears_armor = def.wears_armor, -- a number value used to index texture slot for armor stepheight = def.stepheight or 0.6, name = name, description = def.description, type = def.type, attack_type = def.attack_type, fly = def.fly, fly_in = def.fly_in or {"air", "__airlike"}, owner = def.owner or "", order = def.order or "", on_die = def.on_die, spawn_small_alternative = def.spawn_small_alternative, do_custom = def.do_custom, detach_child = def.detach_child, jump_height = def.jump_height or 4, -- was 6 rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 lifetimer = def.lifetimer or 57.73, hp_min = scale_difficulty(def.hp_min, 5, 1), hp_max = scale_difficulty(def.hp_max, 10, 1), xp_min = def.xp_min or 0, xp_max = def.xp_max or 0, xp_timestamp = 0, breath_max = def.breath_max or 15, breathes_in_water = def.breathes_in_water or false, physical = true, collisionbox = collisionbox, selectionbox = def.selectionbox or def.collisionbox, visual = def.visual, visual_size = def.visual_size or {x = 1, y = 1}, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound or false, view_range = def.view_range or 16, walk_velocity = def.walk_velocity or 1, run_velocity = def.run_velocity or 2, damage = scale_difficulty(def.damage, 0, 0), light_damage = def.light_damage or 0, sunlight_damage = def.sunlight_damage or 0, water_damage = def.water_damage or 0, lava_damage = def.lava_damage or 8, fire_damage = def.fire_damage or 1, suffocation = def.suffocation or true, fall_damage = def.fall_damage or 1, fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2 drops = def.drops or {}, armor = def.armor or 100, on_rightclick = create_mob_on_rightclick(def.on_rightclick), arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds or {}, animation = def.animation or {}, follow = def.follow, nofollow = def.nofollow, can_open_doors = def.can_open_doors, jump = def.jump ~= false, automatic_face_movement_max_rotation_per_sec = 300, walk_chance = def.walk_chance or 50, attacks_monsters = def.attacks_monsters or false, group_attack = def.group_attack or false, passive = def.passive or false, knock_back = def.knock_back ~= false, shoot_offset = def.shoot_offset or 0, floats = def.floats or 1, -- floats in water by default floats_on_lava = def.floats_on_lava or 0, replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, replace_offset = def.replace_offset or 0, on_replace = def.on_replace, timer = 0, env_damage_timer = 0, tamed = false, pause_timer = 0, horny = false, hornytimer = 0, gotten = false, health = 0, frame_speed_multiplier = 1, reach = def.reach or 3, htimer = 0, texture_list = def.textures, child_texture = def.child_texture, docile_by_day = def.docile_by_day or false, time_of_day = 0.5, fear_height = def.fear_height or 0, runaway = def.runaway, runaway_timer = 0, pathfinding = def.pathfinding, immune_to = def.immune_to or {}, explosion_radius = def.explosion_radius, -- LEGACY explosion_damage_radius = def.explosion_damage_radius, -- LEGACY explosiontimer_reset_radius = def.explosiontimer_reset_radius, explosion_timer = def.explosion_timer or 3, allow_fuse_reset = def.allow_fuse_reset ~= false, stop_to_explode = def.stop_to_explode ~= false, custom_attack = def.custom_attack, double_melee_attack = def.double_melee_attack, dogshoot_switch = def.dogshoot_switch, dogshoot_count = 0, dogshoot_count_max = def.dogshoot_count_max or 5, dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), attack_animals = def.attack_animals or false, attack_npcs = def.attack_npcs or false, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, facing_fence = false, is_mob = true, pushable = def.pushable or true, -- MCL2 extensions shooter_avoid_enemy = def.shooter_avoid_enemy, strafes = def.strafes, avoid_distance = def.avoid_distance or 9, teleport = teleport, do_teleport = def.do_teleport, spawn_class = def.spawn_class, can_spawn = def.can_spawn, ignores_nametag = def.ignores_nametag or false, rain_damage = def.rain_damage or 0, glow = def.glow, can_despawn = can_despawn, child = def.child or false, texture_mods = {}, shoot_arrow = def.shoot_arrow, sounds_child = def.sounds_child, _child_animations = def.child_animations, pick_up = def.pick_up, explosion_strength = def.explosion_strength, suffocation_timer = 0, follow_velocity = def.follow_velocity or 2.4, instant_death = def.instant_death or false, fire_resistant = def.fire_resistant or false, fire_damage_resistant = def.fire_damage_resistant or false, ignited_by_sunlight = def.ignited_by_sunlight or false, spawn_in_group = def.spawn_in_group, spawn_in_group_min = def.spawn_in_group_min, noyaw = def.noyaw or false, particlespawners = def.particlespawners, -- End of MCL2 extensions on_spawn = def.on_spawn, on_blast = def.on_blast or do_tnt, on_step = mob_step, do_punch = def.do_punch, on_punch = mob_punch, on_breed = def.on_breed, on_grown = def.on_grown, on_pick_up = def.on_pick_up, on_detach_child = mob_detach_child, on_activate = function(self, staticdata, dtime) --this is a temporary hack so mobs stop --glitching and acting really weird with the --default built in engine collision detection self.is_mob = true self.object:set_properties({ collide_with_objects = false, }) return mob_activate(self, staticdata, def, dtime) end, get_staticdata = function(self) return mob_staticdata(self) end, harmed_by_heal = def.harmed_by_heal, on_lightning_strike = def.on_lightning_strike },mob_class_meta)) if minetest.get_modpath("doc_identifier") ~= nil then doc.sub.identifier.register_object(name, "basics", "mobs") end end -- END mcl_mobs.register_mob function -- register arrow for shoot attack function mcl_mobs.register_arrow(name, def) if not name or not def then return end -- errorcheck 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, hit_mob = def.hit_mob, hit_object = def.hit_object, drop = def.drop or false, -- drops arrow as registered item when true collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows timer = 0, switch = 0, owner_id = def.owner_id, rotate = def.rotate, on_punch = function(self) local vel = self.object:get_velocity() self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1}) end, collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, automatic_face_movement_dir = def.rotate and (def.rotate - (math.pi / 180)) or false, on_activate = def.on_activate, on_step = def.on_step or function(self, dtime) self.timer = self.timer + 1 local pos = self.object:get_pos() if self.switch == 0 or self.timer > 150 or not within_limits(pos, 0) then mcl_burning.extinguish(self.object) self.object:remove(); return end -- does arrow have a tail (fireball) if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = pos, velocity = {x = 0, y = 0, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = def.expire or 0.25, collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, glow = def.glow or 0, }) end if self.hit_node then local node = node_ok(pos).name if minetest.registered_nodes[node].walkable then self.hit_node(self, pos, node) if self.drop == true then pos.y = pos.y + 1 self.lastpos = (self.lastpos or pos) minetest.add_item(self.lastpos, self.object:get_luaentity().name) end self.object:remove(); return end end if self.hit_player or self.hit_mob or self.hit_object then for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do if self.hit_player and player:is_player() then self.hit_player(self, player) self.object:remove(); return end local entity = player:get_luaentity() if entity and self.hit_mob and entity.is_mob == true and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self.hit_mob(self, player) self.object:remove(); return end if entity and self.hit_object and (not entity.is_mob) and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self.hit_object(self, player) self.object:remove(); return end end end self.lastpos = pos end }) end -- no damage to nodes explosion function mcl_mobs:safe_boom(self, pos, strength) minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 }, true) local radius = strength entity_physics(pos, radius) mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- make explosion with protection and tnt mod check function mcl_mobs:boom(self, pos, strength, fire) if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) else mcl_mobs:safe_boom(self, pos, strength) end -- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!! self.object:remove() end -- Register spawn eggs -- Note: This also introduces the “spawn_egg” group: -- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addegg, no_creative) local grp = {spawn_egg = 1} -- do NOT add this egg to creative inventory (e.g. dungeon master) if no_creative == true then grp.not_in_creative_inventory = 1 end local invimg = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")" if old_spawn_icons then local mobname = mob:gsub("mobs_mc:","") local fn = "mobs_mc_spawn_icon_"..mobname..".png" if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then invimg = fn end end if addegg == 1 then invimg = "mobs_chicken_egg.png^(" .. invimg .. "^[mask:mobs_chicken_egg_overlay.png)" end -- register old stackable mob egg minetest.register_craftitem(mob, { description = desc, inventory_image = invimg, groups = grp, _doc_items_longdesc = S("This allows you to place a single mob."), _doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."), on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- am I clicking on something with existing on_rightclick function? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick(pointed_thing.under, under, placer, itemstack) end if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then local name = placer:get_player_name() local privs = minetest.get_player_privs(name) if under.name == "mcl_mobspawners:spawner" then if minetest.is_protected(pointed_thing.under, name) then minetest.record_protection_violation(pointed_thing.under, name) return itemstack end if not privs.maphack then minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner.")) return itemstack end mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name()) if not minetest.is_creative_enabled(name) then itemstack:take_item() end return itemstack end if not minetest.registered_entities[mob] then return itemstack end if minetest.settings:get_bool("only_peaceful_mobs", false) and minetest.registered_entities[mob].type == "monster" then minetest.chat_send_player(name, S("Only peaceful mobs allowed!")) return itemstack end pos.y = pos.y - 0.5 local mob = minetest.add_entity(pos, mob) local entityname = itemstack:get_name() minetest.log("action", "Player " ..name.." spawned "..entityname.." at "..minetest.pos_to_string(pos)) local ent = mob:get_luaentity() -- don't set owner if monster or sneak pressed if ent.type ~= "monster" and not placer:get_player_control().sneak then ent.owner = placer:get_player_name() ent.tamed = true end -- set nametag local nametag = itemstack:get_meta():get_string("name") if nametag ~= "" then if string.len(nametag) > MAX_MOB_NAME_LENGTH then nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH) end ent.nametag = nametag update_tag(ent) end -- if not in creative then take item if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item() end end return itemstack end, }) end local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime if timer < 1 then return end for _, player in pairs(minetest.get_connected_players()) do local pos = player:get_pos() for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do local lua = obj:get_luaentity() if lua and lua.is_mob then lua.lifetimer = math.max(20, lua.lifetimer) lua.despawn_immediately = false end end end timer = 0 end)