1467 lines
33 KiB
Lua
1467 lines
33 KiB
Lua
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
|