local disable_physics = function(object, luaentity, ignore_check, reset_movement) if luaentity.physical_state == true or ignore_check == true then luaentity.physical_state = false object:set_properties({ physical = false }) if reset_movement ~= false then object:set_velocity({x=0,y=0,z=0}) object:set_acceleration({x=0,y=0,z=0}) end end end ----For Water Flowing: local enable_physics = function(object, luaentity, ignore_check) if luaentity.physical_state == false or ignore_check == true then luaentity.physical_state = true object:set_properties({ physical = true }) object:set_velocity({x=0,y=0,z=0}) object:set_acceleration({x=0,y=-9.81,z=0}) 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._cmi_is_mob then lua.lifetimer = math.max(20, lua.lifetimer) lua.despawn_immediately = false end end end timer = 0 end) ]]-- -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) -- spawn egg minetest.register_alias(old_name, new_name) -- entity minetest.register_entity(":" .. old_name, { physical = false, on_step = function(self) if minetest_registered_entities[new_name] then minetest_add_entity(self.object:get_pos(), new_name) end self.object:remove() end }) end -- Spawn a child function mobs:spawn_child(pos, mob_type) local child = minetest_add_entity(pos, mob_type) if not child then return end local ent = child:get_luaentity() effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5) ent.child = true local textures -- using specific child texture (if found) if ent.child_texture then textures = ent.child_texture[1] end -- and resize to half height child:set_properties({ textures = textures, visual_size = { x = ent.base_size.x * .5, y = ent.base_size.y * .5, }, collisionbox = { ent.base_colbox[1] * .5, ent.base_colbox[2] * .5, ent.base_colbox[3] * .5, ent.base_colbox[4] * .5, ent.base_colbox[5] * .5, ent.base_colbox[6] * .5, }, selectionbox = { ent.base_selbox[1] * .5, ent.base_selbox[2] * .5, ent.base_selbox[3] * .5, ent.base_selbox[4] * .5, ent.base_selbox[5] * .5, ent.base_selbox[6] * .5, }, }) return child end -- No-op in MCL2 (capturing mobs is not possible). -- Provided for compability with Mobs Redo function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) return false end -- No-op in MCL2 (protecting mobs is not possible). function mobs:protect(self, clicker) return false end -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) if not self.follow then return false end -- can eat/tame with item in hand if follow_holding(self, clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) then local item = clicker:get_wielded_item() item:take_item() clicker:set_wielded_item(item) end mob_sound(self, "eat", nil, true) -- increase health self.health = self.health + 4 if self.health >= self.hp_max then self.health = self.hp_max if self.htimer < 1 then self.htimer = 5 end end self.object:set_hp(self.health) update_tag(self) -- make children grow quicker if self.child == true then -- deduct 10% of the time to adulthood self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1) return true end -- feed and tame self.food = (self.food or 0) + 1 if self.food >= feed_count then self.food = 0 if breed and self.hornytimer == 0 then self.horny = true end if tame then self.tamed = true if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() end end -- make sound when fed so many times mob_sound(self, "random", true) end return true end return false end -- no damage to nodes explosion function 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) effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- make explosion with protection and tnt mod check function mobs:boom(self, pos, strength, fire) self.object:remove() if mod_explosions then if mobs_griefing and not minetest_is_protected(pos, "") then mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) else mobs:safe_boom(self, pos, strength) end else mobs:safe_boom(self, pos, strength) end end -- falling and fall damage -- returns true if mob died local falling = function(self, pos) if self.fly and self.state ~= "die" then return end if mcl_portals ~= nil then if mcl_portals.nether_portal_cooloff(self.object) then return false -- mob has teleported through Nether portal - it's 99% not falling end end -- floating in water (or falling) local v = self.object:get_velocity() if v.y > 0 then -- apply gravity when moving up self.object:set_acceleration({ x = 0, y = -10, z = 0 }) elseif v.y <= 0 and v.y > self.fall_speed then -- fall downwards at set speed self.object:set_acceleration({ x = 0, y = self.fall_speed, z = 0 }) else -- stop accelerating once max fall speed hit self.object:set_acceleration({x = 0, y = 0, z = 0}) end if minetest_registered_nodes[node_ok(pos).name].groups.lava then if self.floats_on_lava == 1 then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (max(1, v.y) ^ 2), z = 0 }) end end -- in water then float up if minetest_registered_nodes[node_ok(pos).name].groups.water then if self.floats == 1 then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (math_max(1, v.y) ^ 2), z = 0 }) end else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 then local add = minetest_get_item_group(self.standing_on, "fall_damage_add_percent") local damage = d - 5 if add ~= 0 then damage = damage + damage * (add/100) end damage = math_floor(damage) if damage > 0 then self.health = self.health - damage effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil) if check_for_death(self, "fall", {type = "fall"}) then return true end end end self.old_y = self.object:get_pos().y 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 -- 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 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 + math_pi end yaw = set_yaw(self, yaw, 4) self.state = "runaway" self.runaway_timer = 3 self.following = nil 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 -- 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 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 set_yaw(self, yaw, 2.35) -- anyone but standing npc's can move along if dist > 3 and self.order ~= "stand" then set_velocity(self, self.follow_velocity) if self.walk_chance ~= 0 then set_animation(self, "run") end else set_velocity(self, 0) set_animation(self, "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 not flight_check(self, s) then self.state = "flop" self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) local sdef = minetest_registered_nodes[self.standing_on] -- Flop on ground if sdef and sdef.walkable then mob_sound(self, "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 set_animation(self, "stand", true) return elseif self.state == "flop" then self.state = "stand" self.object:set_acceleration({x = 0, y = 0, z = 0}) set_velocity(self, 0) end 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 -- monster find someone to attack local monster_attack = function(self) if self.type ~= "monster" or not damage_enabled or minetest_is_creative_enabled("") or self.passive 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) for n = 1, #objs do if objs[n]:is_player() then if mobs.invis[ 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 attack, failing that attack player/npc/animal if specific_attack(self.specific_attack, name) and (type == "player" or type == "npc" 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 -- choose closest player to attack if dist < min_dist and line_of_sight(self, sp, p, 2) == true then min_dist = dist min_player = player end end end -- attack player if min_player then do_attack(self, min_player) 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 -- dogfight 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 -- 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 = 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 --mob_sound(self, "war_cry", true) else set_velocity(self, self.walk_velocity) -- follow path now that it has it self.path.following = true end end end local update_tag = function(self) local tag if mobs_debug then tag = "nametag = '"..tostring(self.nametag).."'\n".. "state = '"..tostring(self.state).."'\n".. "order = '"..tostring(self.order).."'\n".. "attack = "..tostring(self.attack).."\n".. "health = "..tostring(self.health).."\n".. "breath = "..tostring(self.breath).."\n".. "gotten = "..tostring(self.gotten).."\n".. "tamed = "..tostring(self.tamed).."\n".. "horny = "..tostring(self.horny).."\n".. "hornytimer = "..tostring(self.hornytimer).."\n".. "runaway_timer = "..tostring(self.runaway_timer).."\n".. "following = "..tostring(self.following) else tag = self.nametag end self.object:set_properties({ nametag = tag, }) update_roll(self) end -- drop items local item_drop = function(self, cooked, looting_level) -- no drops if disabled by setting if not mobs_drop_items then return end looting_level = looting_level or 0 -- no drops for child mobs (except monster) if (self.child and self.type ~= "monster") then return end local obj, item, num local pos = self.object:get_pos() self.drops = self.drops or {} -- nil check for n = 1, #self.drops do local dropdef = self.drops[n] local chance = 1 / dropdef.chance local looting_type = dropdef.looting if looting_level > 0 then local chance_function = dropdef.looting_chance_function if chance_function then chance = chance_function(looting_level) elseif looting_type == "rare" then chance = chance + (dropdef.looting_factor or 0.01) * looting_level end end local num = 0 local do_common_looting = (looting_level > 0 and looting_type == "common") if math_random() < chance then num = math_random(dropdef.min or 1, dropdef.max or 1) elseif not dropdef.looting_ignore_chance then do_common_looting = false end if do_common_looting then num = num + math_floor(math_random(0, looting_level) + 0.5) end if num > 0 then item = dropdef.name -- cook items when true if cooked then local output = minetest_get_craft_result({ method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end -- add item if it exists for x = 1, num do obj = minetest_add_item(pos, ItemStack(item .. " " .. 1)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = math_random(-10, 10) / 9, y = 6, z = math_random(-10, 10) / 9, }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- check if mob is dead or only hurt local check_for_death = function(self, cause, cmi_cause) if self.state == "die" then return true end -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end local damaged = self.health < self.old_health self.old_health = self.health -- still got some health? if self.health > 0 then -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- play damage sound if health was reduced and make mob flash red. if damaged then add_texture_mod(self, "^[colorize:red:130") minetest_after(.2, function(self) if self and self.object then remove_texture_mod(self, "^[colorize:red:130") end end, self) mob_sound(self, "damage") end -- backup nametag so we can show health stats if not self.nametag2 then self.nametag2 = self.nametag or "" end if show_health and (cmi_cause and cmi_cause.type == "punch") then self.htimer = 2 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max update_tag(self) end return false end mob_sound(self, "death") local function death_handle(self) -- dropped cooked item if mob died in fire or lava if cause == "lava" or cause == "fire" then item_drop(self, true, 0) else local wielditem = ItemStack() if cause == "hit" then local puncher = cmi_cause.puncher if puncher then wielditem = puncher:get_wielded_item() end end local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect") local looting = mcl_enchanting.get_enchantment(wielditem, "looting") item_drop(self, cooked, looting) if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) end end end -- execute custom death function if self.on_die then local pos = self.object:get_pos() local on_die_exit = self.on_die(self, pos, cmi_cause) if on_die_exit ~= true then death_handle(self) end if use_cmi then cmi.notify_die(self.object, cmi_cause) end if on_die_exit == true then self.state = "die" mcl_burning.extinguish(self.object) self.object:remove() return true end end local collisionbox if self.collisionbox then collisionbox = table.copy(self.collisionbox) end self.state = "die" self.attack = nil self.v_start = false self.fall_speed = DEFAULT_FALL_SPEED self.timer = 0 self.blinktimer = 0 remove_texture_mod(self, "^[colorize:#FF000040") remove_texture_mod(self, "^[brighten") self.passive = true self.object:set_properties({ pointable = false, collide_with_objects = false, }) set_velocity(self, 0) local acc = self.object:get_acceleration() acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 self.object:set_acceleration(acc) local length -- default death function and die animation (if defined) if self.instant_death then length = 0 elseif self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 length = max(frames / speed, 0) + DEATH_DELAY set_animation(self, "die") else local rot = self.object:get_rotation() rot.z = math_pi/2 self.object:set_rotation(rot) length = 1 + DEATH_DELAY set_animation(self, "stand", true) end -- Remove body after a few seconds and drop stuff local kill = function(self) if not self.object:get_luaentity() then return end if use_cmi then cmi.notify_die(self.object, cmi_cause) end death_handle(self) local dpos = self.object:get_pos() local cbox = self.collisionbox local yaw = self.object:get_rotation().y mcl_burning.extinguish(self.object) self.object:remove() mobs.death_effect(dpos, yaw, cbox, not self.instant_death) end if length <= 0 then kill(self) else minetest_after(length, kill, self) end return true end local damage_effect = function(self, damage) -- damage particles if (not disable_blood) and damage > 0 then local amount_large = math_floor(damage / 2) local amount_small = damage % 2 local pos = self.object:get_pos() pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 local texture = "mobs_blood.png" -- full heart damage (one particle for each 2 HP damage) if amount_large > 0 then effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) end -- half heart damage (one additional particle if damage is an odd number) if amount_small > 0 then -- TODO: Use "half heart" effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) end end end -- custom particle effects local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -10 glow = glow or 0 go_down = go_down or false local ym if go_down then ym = 0 else ym = -radius end minetest_add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = ym, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size, maxsize = max_size, texture = texture, glow = glow, }) end -- are we flying in what we are suppose to? (taikedz) local flight_check = function(self) local nod = self.standing_in local def = minetest_registered_nodes[nod] if not def then return false end -- nil check local fly_in if type(self.fly_in) == "string" then fly_in = { self.fly_in } elseif type(self.fly_in) == "table" then fly_in = self.fly_in else return false end for _,checknode in pairs(fly_in) do if nod == checknode then return true elseif checknode == "__airlike" and def.walkable == false and (def.liquidtype == "none" or minetest_get_item_group(nod, "fake_liquid") == 1) then return true 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 -- 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 -- 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 local add_texture_mod = function(self, mod) local full_mod = "" local already_added = false for i=1, #self.texture_mods do if mod == self.texture_mods[i] then already_added = true end full_mod = full_mod .. self.texture_mods[i] end if not already_added then full_mod = full_mod .. mod table.insert(self.texture_mods, mod) end self.object:set_texture_mod(full_mod) end local remove_texture_mod = function(self, mod) local full_mod = "" local remove = {} for i=1, #self.texture_mods do if self.texture_mods[i] ~= mod then full_mod = full_mod .. self.texture_mods[i] else table.insert(remove, i) end end for i=#remove, 1 do table.remove(self.texture_mods, remove[i]) end self.object:set_texture_mod(full_mod) end