220 lines
5.1 KiB
Lua
220 lines
5.1 KiB
Lua
local math_random = math.random
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local minetest_settings = minetest.settings
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-- get entity staticdata
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mobs.mob_staticdata = function(self)
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--[[
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-- remove mob when out of range unless tamed
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if remove_far
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and self.can_despawn
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and self.remove_ok
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and ((not self.nametag) or (self.nametag == ""))
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and self.lifetimer <= 20 then
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minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos(), 1))
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return ""-- nil
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end
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--]]
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self.remove_ok = true
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self.attack = nil
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self.following = nil
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if use_cmi then
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self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
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end
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local tmp = {}
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for _,stat in pairs(self) do
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local t = type(stat)
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if t ~= "function"
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and t ~= "nil"
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and t ~= "userdata"
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and _ ~= "_cmi_components" then
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tmp[_] = self[_]
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end
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end
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return minetest.serialize(tmp)
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end
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-- activate mob and reload settings
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mobs.mob_activate = function(self, staticdata, def, dtime)
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-- remove monsters in peaceful mode
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if self.type == "monster" and minetest_settings:get_bool("only_peaceful_mobs", false) then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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-- load entity variables
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local tmp = minetest.deserialize(staticdata)
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if tmp then
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for _,stat in pairs(tmp) do
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self[_] = stat
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end
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end
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--set up wandering
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if not self.wandering then
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self.wandering = true
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end
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--clear animation
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self.current_animation = nil
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-- select random texture, set model and size
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if not self.base_texture then
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-- compatiblity with old simple mobs textures
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if type(def.textures[1]) == "string" then
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def.textures = {def.textures}
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end
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self.base_texture = def.textures[math_random(1, #def.textures)]
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self.base_mesh = def.mesh
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self.base_size = self.visual_size
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self.base_colbox = self.collisionbox
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self.base_selbox = self.selectionbox
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end
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-- for current mobs that dont have this set
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if not self.base_selbox then
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self.base_selbox = self.selectionbox or self.base_colbox
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end
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-- set texture, model and size
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local textures = self.base_texture
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local mesh = self.base_mesh
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local vis_size = self.base_size
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local colbox = self.base_colbox
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local selbox = self.base_selbox
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-- specific texture if gotten
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if self.gotten == true
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and def.gotten_texture then
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textures = def.gotten_texture
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end
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-- specific mesh if gotten
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if self.gotten == true
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and def.gotten_mesh then
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mesh = def.gotten_mesh
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end
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-- set child objects to half size
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if self.child == true then
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vis_size = {
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x = self.base_size.x * .5,
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y = self.base_size.y * .5,
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}
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if def.child_texture then
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textures = def.child_texture[1]
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end
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colbox = {
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self.base_colbox[1] * .5,
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self.base_colbox[2] * .5,
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self.base_colbox[3] * .5,
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self.base_colbox[4] * .5,
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self.base_colbox[5] * .5,
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self.base_colbox[6] * .5
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}
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selbox = {
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self.base_selbox[1] * .5,
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self.base_selbox[2] * .5,
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self.base_selbox[3] * .5,
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self.base_selbox[4] * .5,
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self.base_selbox[5] * .5,
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self.base_selbox[6] * .5
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}
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end
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if self.health == 0 then
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self.health = math_random (self.hp_min, self.hp_max)
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end
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if self.breath == nil then
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self.breath = self.breath_max
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end
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-- pathfinding init
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self.path = {}
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self.path.way = {} -- path to follow, table of positions
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self.path.lastpos = {x = 0, y = 0, z = 0}
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self.path.stuck = false
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self.path.following = false -- currently following path?
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self.path.stuck_timer = 0 -- if stuck for too long search for path
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-- Armor groups
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-- immortal=1 because we use custom health
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-- handling (using "health" property)
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local armor
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if type(self.armor) == "table" then
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armor = table.copy(self.armor)
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armor.immortal = 1
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else
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armor = {immortal=1, fleshy = self.armor}
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end
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self.object:set_armor_groups(armor)
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self.old_y = self.object:get_pos().y
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self.old_health = self.health
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self.sounds.distance = self.sounds.distance or 10
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self.textures = textures
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self.mesh = mesh
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self.collisionbox = colbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.standing_in = "ignore"
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self.standing_on = "ignore"
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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self.texture_mods = {}
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self.object:set_texture_mod("")
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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-- check existing nametag
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if not self.nametag then
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self.nametag = def.nametag
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end
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-- set anything changed above
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self.object:set_properties(self)
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--update_tag(self)
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--mobs.set_animation(self, "stand")
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-- run on_spawn function if found
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if self.on_spawn and not self.on_spawn_run then
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if self.on_spawn(self) then
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self.on_spawn_run = true -- if true, set flag to run once only
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end
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end
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-- run after_activate
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if def.after_activate then
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def.after_activate(self, staticdata, def, dtime)
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end
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if use_cmi then
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self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
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cmi.notify_activate(self.object, dtime)
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end
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end |