diff --git a/api.lua b/api.lua index 01b55fa..a41f910 100644 --- a/api.lua +++ b/api.lua @@ -1,24 +1,19 @@ - --- Intllib and CMI support check +-- Load support for intllib. local MP = minetest.get_modpath(minetest.get_current_modname()) -local S, NS = dofile(MP .. "/intllib.lua") +local S = minetest.get_translator and minetest.get_translator("mobs_redo") or + dofile(MP .. "/intllib.lua") + +-- CMI support check local use_cmi = minetest.global_exists("cmi") mobs = { mod = "redo", - version = "20181005", + version = "20210920", intllib = S, - invis = minetest.global_exists("invisibility") and invisibility or {}, + invis = minetest.global_exists("invisibility") and invisibility or {} } --- creative check -local creative_cache = minetest.settings:get_bool("creative_mode") -function mobs.is_creative(name) - return creative_cache or minetest.check_player_privs(name, {creative = true}) -end - - --- localize math functions +-- localize common functions local pi = math.pi local square = math.sqrt local sin = math.sin @@ -26,33 +21,53 @@ local abs = math.abs local min = math.min local max = math.max -local atann = math.atan local random = math.random local floor = math.floor +local ceil = math.ceil +local rad = math.rad +local atann = math.atan local atan = function(x) if not x or x ~= x then - --error("atan bassed NaN") - return 0 + return 0 -- NaN else return atann(x) end end - +local table_copy = table.copy +local table_remove = table.remove +local vadd = vector.add +local vdirection = vector.direction +local vmultiply = vector.multiply +local vsubtract = vector.subtract +local settings = minetest.settings + +-- creative check +local creative_cache = minetest.settings:get_bool("creative_mode") +function mobs.is_creative(name) + return creative_cache or minetest.check_player_privs(name, + {creative = true}) +end -- Load settings -local damage_enabled = minetest.settings:get_bool("enable_damage") -local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false -local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") -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 creative = minetest.settings:get_bool("creative_mode") -local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false -local remove_far = minetest.settings:get_bool("remove_far_mobs") ~= false -local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 -local show_health = minetest.settings:get_bool("mob_show_health") ~= false -local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) -local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1) +local damage_enabled = settings:get_bool("enable_damage") +local mobs_spawn = settings:get_bool("mobs_spawn") ~= false +local peaceful_only = settings:get_bool("only_peaceful_mobs") +local disable_blood = settings:get_bool("mobs_disable_blood") +local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false +local mobs_griefing = settings:get_bool("mobs_griefing") ~= false +local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false +local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false +local remove_far = settings:get_bool("remove_far_mobs") ~= false +local mob_area_spawn = settings:get_bool("mob_area_spawn") +local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0 +local show_health = settings:get_bool("mob_show_health") ~= false +local max_per_block = tonumber(settings:get("max_objects_per_block") or 99) +local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12) +local active_limit = tonumber(settings:get("mob_active_limit") or 0) +local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1) +local peaceful_player_enabled = settings:get_bool("enable_peaceful_player") +local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false +local active_mobs = 0 -- Peaceful mode message so players will know there are no monsters if peaceful_only then @@ -63,12 +78,12 @@ end -- calculate aoc range for mob count -local aoc_range = tonumber(minetest.settings:get("active_block_range")) * 16 +local aoc_range = tonumber(settings:get("active_block_range")) * 16 -- 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 +local stuck_timeout = 3 -- how long before stuck mod starts searching +local stuck_path_timeout = 5 -- how long will mob follow path before giving up -- default nodes local node_fire = "fire:basic_flame" @@ -78,22 +93,104 @@ local node_snow = "default:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" +local mob_class = { + stepheight = 1.1, + fly_in = "air", + owner = "", + order = "", + jump_height = 4, + lifetimer = 180, -- 3 minutes + physical = true, + collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, + visual_size = {x = 1, y = 1}, + texture_mods = "", + makes_footstep_sound = false, + view_range = 5, + walk_velocity = 1, + run_velocity = 2, + light_damage = 0, + light_damage_min = 14, + light_damage_max = 15, + water_damage = 0, + lava_damage = 4, + fire_damage = 4, + air_damage = 0, + suffocation = 2, + fall_damage = 1, + fall_speed = -10, -- must be lower than -2 (default: -10) + drops = {}, + armor = 100, + sounds = {}, + jump = true, + knock_back = true, + walk_chance = 50, + stand_chance = 30, + attack_chance = 5, + passive = false, + blood_amount = 5, + blood_texture = "mobs_blood.png", + shoot_offset = 0, + floats = 1, -- floats in water by default + replace_offset = 0, + timer = 0, + env_damage_timer = 0, -- only used when state = "attack" + tamed = false, + pause_timer = 0, + horny = false, + hornytimer = 0, + child = false, + gotten = false, + health = 0, + reach = 3, + htimer = 0, + docile_by_day = false, + time_of_day = 0.5, + fear_height = 0, + runaway_timer = 0, + immune_to = {}, + explosion_timer = 3, + allow_fuse_reset = true, + stop_to_explode = true, + dogshoot_count = 0, + dogshoot_count_max = 5, + dogshoot_count2_max = 5, + group_attack = false, + attack_monsters = false, + attack_animals = false, + attack_players = true, + attack_npcs = true, + facing_fence = false, + _breed_countdown = nil, + _cmi_is_mob = true +} + +local mob_class_meta = {__index = mob_class} + -- play sound -local mob_sound = function(self, sound) +function mob_class:mob_sound(sound) + + local pitch = 1.0 + + -- higher pitch for a child + if self.child then pitch = pitch * 1.5 end + + -- a little random pitch to be different + pitch = pitch + random(-10, 10) * 0.005 if sound then minetest.sound_play(sound, { object = self.object, gain = 1.0, - max_hear_distance = self.sounds.distance - }) + max_hear_distance = self.sounds.distance, + pitch = pitch + }, true) end end -- attack player/mob -local do_attack = function(self, player) +function mob_class:do_attack(player) if self.state == "attack" then return @@ -103,7 +200,7 @@ self.state = "attack" if random(0, 100) < 90 then - mob_sound(self, self.sounds.war_cry) + self:mob_sound(self.sounds.war_cry) end end @@ -111,6 +208,8 @@ -- calculate distance local get_distance = function(a, b) + if not a or not b then return 50 end -- nil check + local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z return square(x * x + y * y + z * z) @@ -118,17 +217,15 @@ -- collision function based on jordan4ibanez' open_ai mod -local collision = function(self) +function mob_class:collision() local pos = self.object:get_pos() - local vel = self.object:get_velocity() local x, z = 0, 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do - if object:is_player() - or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then + if object:is_player() then local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} @@ -142,52 +239,112 @@ end +-- check if string exists in another string or table +local check_for = function(look_for, look_inside) + + if type(look_inside) == "string" and look_inside == look_for then + + return true + + elseif type(look_inside) == "table" then + + for _, str in pairs(look_inside) do + + if str == look_for then + return true + end + + if str:find("group:") then + + local group = str:split(":")[2] + + if minetest.get_item_group(look_for, group) ~= 0 then + return true + end + end + end + end + + return false +end + + -- move mob in facing direction -local set_velocity = function(self, v) +function mob_class:set_velocity(v) + + -- halt mob if it has been ordered to stay + if self.order == "stand" then + + local vel = self.object:get_velocity() or {y = 0} + + self.object:set_velocity({x = 0, y = vel.y, z = 0}) + + return + end local c_x, c_y = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then - c_x, c_y = unpack(collision(self)) - end - - -- halt mob if it has been ordered to stay - if self.order == "stand" then - self.object:set_velocity({x = 0, y = 0, z = 0}) - return - end - - local yaw = (self.object:get_yaw() or 0) + self.rotate - - self.object:set_velocity({ + c_x, c_y = unpack(self:collision()) + end + + local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0) + + -- nil check for velocity + v = v or 0.01 + + -- check if standing in liquid with max viscosity of 7 + local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + + -- only slow mob trying to move while inside a viscous fluid that + -- they aren't meant to be in (fish in water, spiders in cobweb etc) + if v > 0 and visc and visc > 0 + and not check_for(self.standing_in, self.fly_in) then + v = v / (visc + 1) + end + + -- set velocity + local vel = self.object:get_velocity() or 0 + + local new_vel = { x = (sin(yaw) * -v) + c_x, - y = self.object:get_velocity().y, - z = (cos(yaw) * v) + c_y, - }) + y = vel.y, + z = (cos(yaw) * v) + c_y} + + self.object:set_velocity(new_vel) +end + +-- global version of above function +function mobs:set_velocity(entity, v) + mob_class.set_velocity(entity, v) end -- calculate mob velocity -local get_velocity = function(self) +function mob_class:get_velocity() local v = self.object:get_velocity() + if not v then return 0 end + return (v.x * v.x + v.z * v.z) ^ 0.5 end -- set and return valid yaw -local set_yaw = function(self, yaw, delay) +function mob_class:set_yaw(yaw, delay) if not yaw or yaw ~= yaw then yaw = 0 end - delay = delay or 0 + delay = mob_smooth_rotate and (delay or 0) or 0 if delay == 0 then + self.object:set_yaw(yaw) + return yaw end @@ -198,28 +355,27 @@ end -- global function to set mob yaw -function mobs:yaw(self, yaw, delay) - set_yaw(self, yaw, delay) +function mobs:yaw(entity, yaw, delay) + mob_class.set_yaw(entity, yaw, delay) end -- set defined animation -local set_animation = function(self, anim) - - if not self.animation - or not anim then return end +function mob_class:set_animation(anim, force) + + if not self.animation or not anim then return end self.animation.current = self.animation.current or "" - -- only set different animation for attacks when setting to same set - if anim ~= "punch" and anim ~= "shoot" + -- only use different animation for attacks when using same set + if force ~= true and anim ~= "punch" and anim ~= "shoot" and string.find(self.animation.current, anim) then return end - -- check for more than one animation local num = 0 + -- check for more than one animation (max 4) for n = 1, 4 do if self.animation[anim .. n .. "_start"] @@ -245,24 +401,93 @@ self.object:set_animation({ x = self.animation[anim .. "_start"], y = self.animation[anim .. "_end"]}, - self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, + self.animation[anim .. "_speed"] or + self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) end --- above function exported for mount.lua -function mobs:set_animation(self, anim) - set_animation(self, anim) +function mobs:set_animation(entity, anim) + entity.set_animation(entity, anim) +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 = get_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 'walkable' 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 = get_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 line of sight (by BrunoMine, tweaked by Astrobe) -local line_of_sight = function(self, pos1, pos2, stepsize) +local new_line_of_sight = function(self, pos1, pos2, stepsize) if not pos1 or not pos2 then return end stepsize = stepsize or 1 - local stepv = vector.multiply(vector.direction(pos1, pos2), stepsize) + local stepv = vmultiply(vdirection(pos1, pos2), stepsize) local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) @@ -281,12 +506,11 @@ local nn = minetest.get_node(pos).name -- It continues to advance in the line of sight in search of a real - -- obstruction which counts as 'normal' nodebox. + -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do --- or minetest.registered_nodes[nn].drawtype == "nodebox") do - - npos1 = vector.add(npos1, stepv) + + npos1 = vadd(npos1, stepv) if get_distance(npos1, pos2) < stepsize then return true end @@ -302,34 +526,88 @@ return false end +-- check line of sight using raycasting (thanks Astrobe) +local ray_line_of_sight = function(self, pos1, pos2) + + local ray = minetest.raycast(pos1, pos2, true, false) + local thing = ray:next() + + while thing do -- thing.type, thing.ref + + if thing.type == "node" then + + local name = minetest.get_node(thing.under).name + + if minetest.registered_items[name] + and minetest.registered_items[name].walkable then + return false + end + end + + thing = ray:next() + end + + return true +end + + +function mob_class:line_of_sight(pos1, pos2, stepsize) + + if minetest.raycast then -- only use if minetest 5.0 is detected + return ray_line_of_sight(self, pos1, pos2) + end + + return line_of_sight(self, pos1, pos2, stepsize) +end + -- global function -function mobs:line_of_sight(self, pos1, pos2, stepsize) - - return line_of_sight(self, pos1, pos2, stepsize) +function mobs:line_of_sight(entity, pos1, pos2, stepsize) + return entity:line_of_sight(pos1, pos2, stepsize) +end + + +function mob_class:attempt_flight_correction(override) + + if self:flight_check() and override ~= true then return true end + + -- We are not flying in what we are supposed to. + -- See if we can find intended flight medium and return to it + local pos = self.object:get_pos() ; if not pos then return true end + local searchnodes = self.fly_in + + if type(searchnodes) == "string" then + searchnodes = {self.fly_in} + end + + local flyable_nodes = minetest.find_nodes_in_area( + {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, + {x = pos.x + 1, y = pos.y + 0, z = pos.z + 1}, searchnodes) + -- pos.y + 0 hopefully fixes floating swimmers + + if #flyable_nodes < 1 then + return false + end + + local escape_target = flyable_nodes[random(#flyable_nodes)] + local escape_direction = vdirection(pos, escape_target) + + self.object:set_velocity( + vmultiply(escape_direction, 1)) + + return true end -- are we flying in what we are suppose to? (taikedz) -local flight_check = function(self, pos_w) +function mob_class:flight_check() local def = minetest.registered_nodes[self.standing_in] - if not def then return false end -- nil check - - if type(self.fly_in) == "string" - and self.standing_in == self.fly_in then - + if not def then return false end + + -- are we standing inside what we should be to fly/swim ? + if check_for(self.standing_in, self.fly_in) then return true - - elseif type(self.fly_in) == "table" then - - for _,fly_in in pairs(self.fly_in) do - - if self.standing_in == fly_in then - - return true - end - end end -- stops mobs getting stuck inside stairs and plantlike nodes @@ -343,8 +621,68 @@ end +-- turn mob to face position +local yaw_to_pos = function(self, target, rot) + + rot = rot or 0 + + local pos = self.object:get_pos() + local vec = {x = target.x - pos.x, z = target.z - pos.z} + local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate + + if target.x > pos.x then + yaw = yaw + pi + end + + yaw = self:set_yaw(yaw, rot) + + return yaw +end + +function mobs:yaw_to_pos(self, target, rot) + return yaw_to_pos(self, target, rot) +end + + +-- if stay near set then periodically check for nodes and turn towards them +function mob_class:do_stay_near() + + if not self.stay_near then return false end + + local pos = self.object:get_pos() + local searchnodes = self.stay_near[1] + local chance = self.stay_near[2] or 10 + + if not pos or random(chance) > 1 then + return false + end + + if type(searchnodes) == "string" then + searchnodes = {self.stay_near[1]} + end + + local r = self.view_range + local nearby_nodes = minetest.find_nodes_in_area( + {x = pos.x - r, y = pos.y - 1, z = pos.z - r}, + {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes) + + if #nearby_nodes < 1 then + return false + end + + yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) + + self:set_animation("walk") + + self:set_velocity(self.walk_velocity) + + return true +end + + -- custom particle effects -local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow) +local effect = function(pos, amount, texture, min_size, max_size, + radius, gravity, glow, fall) radius = radius or 2 min_size = min_size or 0.5 @@ -352,12 +690,20 @@ gravity = gravity or -10 glow = glow or 0 + if fall == true then + fall = 0 + elseif fall == false then + fall = radius + else + fall = -radius + end + minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, - minvel = {x = -radius, y = -radius, z = -radius}, + minvel = {x = -radius, y = fall, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, @@ -366,13 +712,26 @@ minsize = min_size, maxsize = max_size, texture = texture, - glow = glow, + glow = glow }) end +function mobs:effect(pos, amount, texture, min_size, max_size, + radius, gravity, glow, fall) + + effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) +end + + +-- Thanks Wuzzy for the following editable settings + +local HORNY_TIME = 30 +local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes +local CHILD_GROW_TIME = 60 * 20 -- 20 minutes + -- update nametag colour -local update_tag = function(self) +function mob_class:update_tag() local col = "#00FF00" local qua = self.hp_max / 4 @@ -389,38 +748,62 @@ col = "#FF0000" end + local text = "" + + if self.horny == true then + + text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME)) + + elseif self.child == true then + + text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME) + + elseif self._breed_countdown then + + text = "\nBreeding: " .. self._breed_countdown + + end + + self.infotext = "Health: " .. self.health .. " / " .. self.hp_max + .. "\n" .. "Owner: " .. self.owner + .. text + + -- set changes self.object:set_properties({ nametag = self.nametag, - nametag_color = col + nametag_color = col, + infotext = self.infotext }) - end -- drop items -local item_drop = function(self) +function mob_class:item_drop() + + -- no drops if disabled by setting or mob is child + if not mobs_drop_items or self.child then return end + + local pos = self.object:get_pos() + + -- check for drops function + self.drops = type(self.drops) == "function" + and self.drops(pos) or self.drops -- check for nil or no drops if not self.drops or #self.drops == 0 then return end - -- no drops if disabled by setting - if not mobs_drop_items then return end - - -- no drops for child mobs - if self.child then return end - -- was mob killed by player? - local death_by_player = self.cause_of_death and self.cause_of_death.puncher - and self.cause_of_death.puncher:is_player() or nil + local death_by_player = self.cause_of_death + and self.cause_of_death.puncher + and self.cause_of_death.puncher:is_player() local obj, item, num - local pos = self.object:get_pos() for n = 1, #self.drops do - if random(1, self.drops[n].chance) == 1 then + if random(self.drops[n].chance) == 1 then num = random(self.drops[n].min or 0, self.drops[n].max or 1) item = self.drops[n].name @@ -436,11 +819,8 @@ end end - -- only drop rare items (drops.min=0) if killed by player - if death_by_player then - obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) - - elseif self.drops[n].min ~= 0 then + -- only drop rare items (drops.min = 0) if killed by player + if death_by_player or self.drops[n].min ~= 0 then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) end @@ -449,7 +829,7 @@ obj:set_velocity({ x = random(-10, 10) / 9, y = 6, - z = random(-10, 10) / 9, + z = random(-10, 10) / 9 }) elseif obj then @@ -462,20 +842,52 @@ end +-- remove mob and descrease counter +local remove_mob = function(self, decrease) + + self.object:remove() + + if decrease and active_limit > 0 then + + active_mobs = active_mobs - 1 + + if active_mobs < 0 then + active_mobs = 0 + end + end +--print("-- active mobs: " .. active_mobs .. " / " .. active_limit) +end + +-- global function for removing mobs +function mobs:remove(self, decrease) + remove_mob(self, decrease) +end + + -- check if mob is dead or only hurt -local check_for_death = function(self, cmi_cause) +function mob_class:check_for_death(cmi_cause) + + -- We dead already + if self.state == "die" then + return true + end -- has health actually changed? if self.health == self.old_health and self.health > 0 then - return - end + return false + end + + local damaged = self.health < self.old_health self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then - mob_sound(self, self.sounds.damage) + -- only play hurt sound if damaged + if damaged then + self:mob_sound(self.sounds.damage) + end -- make sure health isn't higher than max if self.health > self.hp_max then @@ -483,18 +895,17 @@ 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 +-- 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 + self:update_tag() +-- end return false end @@ -502,109 +913,161 @@ self.cause_of_death = cmi_cause -- drop items - item_drop(self) - - mob_sound(self, self.sounds.death) + self:item_drop() + + self:mob_sound(self.sounds.death) local pos = self.object:get_pos() -- execute custom death function - if self.on_die then - - self.on_die(self, pos) + if pos and self.on_die then + + self:on_die(pos) if use_cmi then cmi.notify_die(self.object, cmi_cause) end - self.object:remove() + remove_mob(self, true) return true end - -- default death function and die animation (if defined) + -- check for custom death function and die animation if 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 - local length = max(frames / speed, 0) + local length = max((frames / speed), 0) + local rot = self.animation.die_rotate and 5 self.attack = nil + self.following = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.passive = true self.state = "die" - set_velocity(self, 0) - set_animation(self, "die") + self.object:set_properties({ + pointable = false, collide_with_objects = false, + automatic_rotate = rot, static_save = false + }) + self:set_velocity(0) + self:set_animation("die") minetest.after(length, function(self) - if use_cmi and self.object:get_luaentity() then - cmi.notify_die(self.object, cmi_cause) - end - - self.object:remove() + if self.object:get_luaentity() then + + if use_cmi then + cmi.notify_die(self.object, cmi_cause) + end + + remove_mob(self, true) + end end, self) - else + + return true + + elseif pos then -- otherwise remove mod and show particle effect if use_cmi then cmi.notify_die(self.object, cmi_cause) end - self.object:remove() - end - - effect(pos, 20, "tnt_smoke.png") + remove_mob(self, true) + + effect(pos, 20, "tnt_smoke.png") + end return true end +-- get node but use fallback for nil or unknown +local node_ok = function(pos, fallback) + + fallback = fallback or 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 + + +-- Returns true is node can deal damage to self +local is_node_dangerous = function(self, nodename) + + if self.water_damage > 0 + and minetest.get_item_group(nodename, "water") ~= 0 then + return true + end + + if self.lava_damage > 0 + and minetest.get_item_group(nodename, "lava") ~= 0 then + return true + end + + if self.fire_damage > 0 + and minetest.get_item_group(nodename, "fire") ~= 0 then + return true + end + + if minetest.registered_nodes[nodename].damage_per_second > 0 then + return true + end + + return false +end + + -- is mob facing a cliff -local is_at_cliff = function(self) +function mob_class:is_at_cliff() if self.fear_height == 0 then -- 0 for no falling protection! return false end + -- get yaw but if nil returned object no longer exists local yaw = self.object:get_yaw() + + if not yaw then return false end + local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor - if minetest.line_of_sight( + 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} - , 1) then - + {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) + + -- check for straight drop + if free_fall then return true end - return false -end - - --- get node but use fallback for nil or unknown -local node_ok = function(pos, fallback) - - fallback = fallback or 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] + local bnode = node_ok(blocker) + + -- will we drop onto dangerous node? + if is_node_dangerous(self, bnode.name) then + return true + end + + local def = minetest.registered_nodes[bnode.name] + + return (not def and def.walkable) end -- environmental damage (water, lava, fire, light etc.) -local do_env_damage = function(self) +function mob_class:do_env_damage() -- feed/tame text timer (so mob 'full' messages dont spam chat) if self.htimer > 0 then @@ -612,22 +1075,96 @@ end -- reset nametag after showing health stats - if self.htimer < 1 and self.nametag2 then - - self.nametag = self.nametag2 - self.nametag2 = nil - - update_tag(self) - end - - local pos = self.object:get_pos() +-- if self.htimer < 1 and self.nametag2 then + +-- self.nametag = self.nametag2 +-- self.nametag2 = nil + + self:update_tag() +-- end + + local pos = self.object:get_pos() ; if not pos then return end self.time_of_day = minetest.get_timeofday() - -- remove mob if standing inside ignore node + -- halt mob if standing inside ignore node if self.standing_in == "ignore" then - self.object:remove() - return + + self.object:set_velocity({x = 0, y = 0, z = 0}) + + return true + end + + -- particle appears at random mob height + local py = { + x = pos.x, + y = pos.y + random(self.collisionbox[2], self.collisionbox[5]), + z = pos.z + } + + local nodef = minetest.registered_nodes[self.standing_in] + + -- water + if self.water_damage ~= 0 and nodef.groups.water then + + self.health = self.health - self.water_damage + + effect(py, 5, "bubble.png", nil, nil, 1, nil) + + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + + -- lava damage + elseif self.lava_damage ~= 0 and nodef.groups.lava then + + self.health = self.health - self.lava_damage + + effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) + + if self:check_for_death({type = "environment", pos = pos, + node = self.standing_in, hot = true}) then + return true + end + + -- fire damage + elseif self.fire_damage ~= 0 and nodef.groups.fire then + + self.health = self.health - self.fire_damage + + effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) + + if self:check_for_death({type = "environment", pos = pos, + node = self.standing_in, hot = true}) then + return true + end + + -- damage_per_second node check (not fire and lava) + elseif nodef.damage_per_second ~= 0 + and nodef.groups.lava == nil and nodef.groups.fire == nil then + + self.health = self.health - nodef.damage_per_second + + effect(py, 5, "tnt_smoke.png") + + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + + -- air damage + if self.air_damage ~= 0 and self.standing_in == "air" then + + self.health = self.health - self.air_damage + + effect(py, 3, "bubble.png", 1, 1, 1, 0.2) + + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end end -- is mob light sensative, or scared of the dark :P @@ -640,76 +1177,43 @@ self.health = self.health - self.light_damage - effect(pos, 5, "tnt_smoke.png") - - if check_for_death(self, {type = "light"}) then return end - end - end - - local nodef = minetest.registered_nodes[self.standing_in] - - pos.y = pos.y + 1 -- for particle effect position - - -- water - if self.water_damage - and nodef.groups.water then - - if self.water_damage ~= 0 then - - self.health = self.health - self.water_damage - - effect(pos, 5, "bubble.png", nil, nil, 1, nil) - - if check_for_death(self, {type = "environment", - pos = pos, node = self.standing_in}) then return end - end - - -- lava or fire or ignition source - elseif self.lava_damage - and nodef.groups.igniter then --- and (nodef.groups.lava --- or self.standing_in == node_fire --- or self.standing_in == node_permanent_flame) then - - if self.lava_damage ~= 0 then - - self.health = self.health - self.lava_damage - - effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) - - if check_for_death(self, {type = "environment", - pos = pos, node = self.standing_in, hot = true}) then return end - end - - -- damage_per_second node check - elseif nodef.damage_per_second ~= 0 then - - self.health = self.health - nodef.damage_per_second - - effect(pos, 5, "tnt_smoke.png") - - if check_for_death(self, {type = "environment", - pos = pos, node = self.standing_in}) then return end - end ---[[ + effect(py, 5, "tnt_smoke.png") + + if self:check_for_death({type = "light"}) then + return true + end + end + end + --- suffocation inside solid node - if self.suffocation ~= 0 - and nodef.walkable == true - and nodef.groups.disable_suffocation ~= 1 - and nodef.drawtype == "normal" then - - self.health = self.health - self.suffocation - - if check_for_death(self, {type = "environment", - pos = pos, node = self.standing_in}) then return end - end -]] - check_for_death(self, {type = "unknown"}) + if (self.suffocation and self.suffocation ~= 0) + and (nodef.walkable == nil or nodef.walkable == true) + and (nodef.collision_box == nil or nodef.collision_box.type == "regular") + and (nodef.node_box == nil or nodef.node_box.type == "regular") + and (nodef.groups.disable_suffocation ~= 1) then + + local damage + + if self.suffocation == true then + damage = 2 + else + damage = (self.suffocation or 2) + end + + self.health = self.health - damage + + if self:check_for_death({type = "suffocation", + pos = pos, node = self.standing_in}) then + return true + end + end + + return self:check_for_death({type = "unknown"}) end -- jump if facing a solid node (not fences or gates) -local do_jump = function(self) +function mob_class:do_jump() if not self.jump or self.jump_height == 0 @@ -723,7 +1227,7 @@ -- something stopping us while moving? if self.state ~= "stand" - and get_velocity(self) > 0.5 + and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end @@ -731,14 +1235,11 @@ 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) - ---print ("standing on:", nod.name, pos.y) - - if minetest.registered_nodes[nod.name].walkable == false then + -- sanity check + if not yaw then return false end + + -- we can only jump if standing on solid node + if minetest.registered_nodes[self.standing_on].walkable == false then return false end @@ -746,55 +1247,81 @@ local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + -- set y_pos to base of mob + pos.y = pos.y + self.collisionbox[2] + -- what is in front of mob? local nod = node_ok({ - x = pos.x + dir_x, - y = pos.y + 0.5, - z = pos.z + dir_z + x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z }) - -- thin blocks that do not need to be jumped - if nod.name == node_snow then - return false - end - ---print ("in front:", nod.name, pos.y + 0.5) - - if self.walk_chance == 0 - or minetest.registered_items[nod.name].walkable then - - if not nod.name:find("fence") - and not nod.name:find("gate") then - - local v = self.object:get_velocity() - - v.y = self.jump_height - - set_animation(self, "jump") -- only when defined - - self.object:set_velocity(v) - - -- when in air move forward - minetest.after(0.3, function(self, v) - - if self.object:get_luaentity() then - - self.object:set_acceleration({ - x = v.x * 2,--1.5, - y = 0, - z = v.z * 2,--1.5 - }) - end - end, self, v) - - if get_velocity(self) > 0 then - mob_sound(self, self.sounds.jump) - end - else - self.facing_fence = true - end + -- what is above and in front? + local nodt = node_ok({ + x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z + }) + + local blocked = minetest.registered_nodes[nodt.name].walkable + + -- are we facing a fence or wall + if nod.name:find("fence") or nod.name:find("gate") or nod.name:find("wall") then + self.facing_fence = true + end +--[[ +print("on: " .. self.standing_on + .. ", front: " .. nod.name + .. ", front above: " .. nodt.name + .. ", blocked: " .. (blocked and "yes" or "no") + .. ", fence: " .. (self.facing_fence and "yes" or "no") +) +]] + -- jump if standing on solid node (not snow) and not blocked + if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable) + and not blocked and not self.facing_fence and nod.name ~= node_snow then + + local v = self.object:get_velocity() + + v.y = self.jump_height + + 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 self.object:get_luaentity() then + + self.object:set_acceleration({ + x = v.x * 2, + y = 0, + z = v.z * 2 + }) + end + end, self, v) + + if self:get_velocity() > 0 then + self:mob_sound(self.sounds.jump) + end + + self.jump_count = 0 return true + end + + -- if blocked for 3 counts then turn + if not self.following and (self.facing_fence or blocked) then + + self.jump_count = (self.jump_count or 0) + 1 + + if self.jump_count > 2 then + + local yaw = self.object:get_yaw() or 0 + local turn = random(0, 2) + 1.35 + + yaw = self:set_yaw(yaw + turn, 12) + + self.jump_count = 0 + end end return false @@ -814,6 +1341,7 @@ obj_pos = objs[n]:get_pos() dist = get_distance(pos, obj_pos) + if dist < 1 then dist = 1 end local damage = floor((4 / dist) * radius) @@ -828,30 +1356,27 @@ end +-- can mob see player +local is_invisible = function(self, player_name) + + if mobs.invis[player_name] and not self.ignore_invisibility then + return true + end +end + + -- should mob follow what I'm holding ? -local follow_holding = function(self, clicker) - - if mobs.invis[clicker:get_player_name()] then +function mob_class:follow_holding(clicker) + + if is_invisible(self, 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 + + -- are we holding an item mob can follow ? + if check_for(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 @@ -859,14 +1384,14 @@ -- find two animals of same type and breed if nearby and horny -local breed = function(self) - - -- child takes 240 seconds before growing into adult +function mob_class:breed() + + -- child takes a long time before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 - if self.hornytimer > 240 then + if self.hornytimer > CHILD_GROW_TIME then self.child = false self.hornytimer = 0 @@ -876,49 +1401,54 @@ mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, - selectionbox = self.base_selbox, + 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, - z = 0 - }) + local pos = self.object:get_pos() ; if not pos then return end + local ent = self.object:get_luaentity() + + pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 + + self.object:set_pos(pos) + + -- jump slightly when fully grown so as not to fall into ground + self.object:set_velocity({x = 0, y = 0.5, z = 0 }) end end return end - -- horny animal can mate for 40 seconds, - -- afterwards horny animal cannot mate again for 200 seconds + -- 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 < 240 then + and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = self.hornytimer + 1 - if self.hornytimer >= 240 then + if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = 0 self.horny = false end + + self:update_tag() end -- find another same animal who is also horny and mate if nearby if self.horny == true - and self.hornytimer <= 40 then + and self.hornytimer <= HORNY_TIME then local pos = self.object:get_pos() - effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) + 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 + local ent for n = 1, #objs do @@ -932,12 +1462,12 @@ if ent.name == self.name then canmate = true else - local entname = string.split(ent.name,":") - local selfname = string.split(self.name,":") + local entname = ent.name:split(":") + local selfname = self.name:split(":") if entname[1] == selfname[1] then - entname = string.split(entname[2],"_") - selfname = string.split(selfname[2],"_") + entname = entname[2]:split("_") + selfname = selfname[2]:split("_") if entname[1] == selfname[1] then canmate = true @@ -946,18 +1476,31 @@ end end - if ent + -- found another similar horny animal that isn't self? + if ent and ent.object ~= self.object and canmate == true and ent.horny == true - and ent.hornytimer <= 40 then - num = num + 1 - end - - -- found your mate? then have a baby - if num > 1 then - - self.hornytimer = 41 - ent.hornytimer = 41 + and ent.hornytimer <= HORNY_TIME then + + local pos2 = ent.object:get_pos() + + -- Have mobs face one another + yaw_to_pos(self, pos2) + yaw_to_pos(ent, self.object:get_pos()) + + self.hornytimer = HORNY_TIME + 1 + ent.hornytimer = HORNY_TIME + 1 + + self:update_tag() + + -- have we reached active mob limit + if active_limit > 0 and active_mobs >= active_limit then + minetest.chat_send_player(self.owner, + S("Active Mob Limit Reached!") + .. " (" .. active_mobs + .. " / " .. active_limit .. ")") + return + end -- spawn baby minetest.after(5, function(self, ent) @@ -970,13 +1513,15 @@ if self.on_breed then -- when false skip going any further - if self.on_breed(self, ent) == false then + if self:on_breed(ent) == false then return end else effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) end + pos.y = pos.y + 0.5 -- spawn child a little higher + local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture @@ -991,7 +1536,7 @@ textures = textures, visual_size = { x = self.base_size.x * .5, - y = self.base_size.y * .5, + y = self.base_size.y * .5 }, collisionbox = { self.base_colbox[1] * .5, @@ -999,7 +1544,7 @@ self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, - self.base_colbox[6] * .5, + self.base_colbox[6] * .5 }, selectionbox = { self.base_selbox[1] * .5, @@ -1007,7 +1552,7 @@ self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, - self.base_selbox[6] * .5, + self.base_selbox[6] * .5 }, }) -- tamed and owned by parents' owner @@ -1016,8 +1561,6 @@ ent2.owner = self.owner end, self, ent) - num = 0 - break end end @@ -1026,14 +1569,17 @@ -- find and replace what mob is looking for (grass, wheat etc.) -local replace = function(self, pos) +function mob_class:replace(pos) + + local vel = self.object:get_velocity() + if not vel then return end if not mobs_griefing or not self.replace_rate or not self.replace_what or self.child == true - or self.object:get_velocity().y ~= 0 - or random(1, self.replace_rate) > 1 then + or vel.y ~= 0 + or random(self.replace_rate) > 1 then return end @@ -1056,32 +1602,31 @@ if #minetest.find_nodes_in_area(pos, pos, what) > 0 then --- print ("replace node = ".. minetest.get_node(pos).name, pos.y) - - local oldnode = {name = what} - local newnode = {name = with} - local on_replace_return +-- print("replace node = ".. minetest.get_node(pos).name, pos.y) if self.on_replace then - on_replace_return = self.on_replace(self, pos, oldnode, newnode) - end - - if on_replace_return ~= false then - - minetest.set_node(pos, {name = with}) - - -- when cow/sheep eats grass, replace wool and milk - if self.gotten == true then - self.gotten = false - self.object:set_properties(self) - end - end + + local oldnode = what or "" + local newnode = with + + -- pass actual node name when using table or groups + if type(oldnode) == "table" + or oldnode:find("group:") then + oldnode = minetest.get_node(pos).name + end + + if self:on_replace(pos, oldnode, newnode) == false then + return + end + end + + minetest.set_node(pos, {name = with}) end end -- check if daytime and also if mob is docile during daylight hours -local day_docile = function(self) +function mob_class:day_docile() if self.docile_by_day == false then @@ -1098,13 +1643,50 @@ 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 can_dig_drop = function(pos) + + if minetest.is_protected(pos, "") then + return false + end + + local node = node_ok(pos, "air").name + local ndef = minetest.registered_nodes[node] + + if node ~= "ignore" + and ndef + and ndef.drawtype ~= "airlike" + and not ndef.groups.level + and not ndef.groups.unbreakable + and not ndef.groups.liquid then + + local drops = minetest.get_node_drops(node) + + for _, item in ipairs(drops) do + + minetest.add_item({ + x = pos.x - 0.5 + random(), + y = pos.y - 0.5 + random(), + z = pos.z - 0.5 + random() + }, item) + end + + minetest.remove_node(pos) + + return true + end + + return false +end + + +local pathfinder_mod = minetest.get_modpath("pathfinder") +-- path finding and smart mob routine by rnd, +-- line_of_sight and other edits by Elkien3 +function mob_class:smart_mobs(s, p, dist, dtime) local s1 = self.path.lastpos - - local target_pos = self.attack:get_pos() + local target_pos = p + -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then @@ -1177,7 +1759,7 @@ end, self) end - if abs(vector.subtract(s,target_pos).y) > self.stepheight then + if abs(vsubtract(s,target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true @@ -1190,15 +1772,13 @@ end end + -- lets try find a path, first take care of positions + -- since pathfinder is very sensitive 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 = floor(s.x + 0.5) --- s.y = floor(s.y + 0.5) - sheight s.z = floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { @@ -1216,14 +1796,30 @@ p1.z = floor(p1.z + 0.5) local dropheight = 6 + if self.fear_height ~= 0 then dropheight = self.fear_height end - self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "Dijkstra") - + local jumpheight = 0 + + if self.jump and self.jump_height >= 4 then + jumpheight = min(ceil(self.jump_height / 4), 4) + + elseif self.stepheight > 0.5 then + jumpheight = 1 + end + + if pathfinder_mod then + self.path.way = pathfinder.find_path(s, p1, self, dtime) + else + self.path.way = minetest.find_path(s, p1, 16, jumpheight, + dropheight, "Dijkstra") + end --[[ -- show path using particles if self.path.way and #self.path.way > 0 then - print ("-- path length:" .. tonumber(#self.path.way)) + + print("-- path length:" .. tonumber(#self.path.way)) + for _,pos in pairs(self.path.way) do minetest.add_particle({ pos = pos, @@ -1240,7 +1836,10 @@ ]] self.state = "" - do_attack(self, self.attack) + + if self.attack then + self:do_attack(self.attack) + end -- no path found, try something else if not self.path.way then @@ -1250,8 +1849,8 @@ -- 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 + -- is player more than 1 block higher than mob? + if p1.y > (s.y + 1) then -- build upwards if not minetest.is_protected(s, "") then @@ -1259,37 +1858,28 @@ 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}) + minetest.set_node(s, {name = mobs.fallback_node}) end end - local sheight = math.ceil(self.collisionbox[5]) + 1 + local sheight = 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 + can_dig_drop(s) s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) + + -- is player more than 1 block lower than mob + elseif p1.y < (s.y - 1) then + + -- dig down + s.y = s.y - self.collisionbox[4] - 0.2 + + can_dig_drop(s) else -- dig 2 blocks to make door toward player direction @@ -1300,50 +1890,30 @@ z = s.z + 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 + -- dig bottom node first incase of door + can_dig_drop(p1) + + p1.y = p1.y + 1 + + can_dig_drop(p1) end end -- will try again in 2 second self.path.stuck_timer = stuck_timeout - 2 - -- frustration! cant find the damn path :( - mob_sound(self, self.sounds.random) + elseif s.y < p1.y and (not self.fly) then + self:do_jump() --add jump to pathfinding + self.path.following = true else -- yay i found path - mob_sound(self, self.sounds.war_cry) - set_velocity(self, self.walk_velocity) + if self.attack then + self:mob_sound(self.sounds.war_cry) + else + self:mob_sound(self.sounds.random) + end + + self:set_velocity(self.walk_velocity) -- follow path now that it has it self.path.following = true @@ -1352,18 +1922,15 @@ 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 +-- peaceful player privilege support +local function is_peaceful_player(player) + + if peaceful_player_enabled then + + local player_name = player:get_player_name() + + if player_name + and minetest.check_player_privs(player_name, "peaceful_player") then return true end end @@ -1372,17 +1939,18 @@ end --- general attack function for all mobs ========== -local general_attack = function(self) +-- general attack function for all mobs +function mob_class:general_attack() -- return if already attacking, passive or docile during day if self.passive + or self.state == "runaway" or self.state == "attack" - or day_docile(self) then + or self:day_docile() then return end - local s = self.object:get_pos() + local s = self.object:get_pos() ; if not s then return end local objs = minetest.get_objects_inside_radius(s, self.view_range) -- remove entities we aren't interested in @@ -1393,11 +1961,13 @@ -- are we a player? if objs[n]:is_player() then - -- if player invisible or mob not setup to attack then remove from list - if self.attack_players == false + -- if player invisible or mob cannot attack then remove from list + if not damage_enabled + or self.attack_players == false or (self.owner and self.type ~= "monster") - or mobs.invis[objs[n]:get_player_name()] - or not specific_attack(self.specific_attack, "player") then + or is_invisible(self, objs[n]:get_player_name()) + or (self.specific_attack + and not check_for("player", self.specific_attack)) then objs[n] = nil --print("- pla", n) end @@ -1410,7 +1980,8 @@ or (not self.attack_animals and ent.type == "animal") or (not self.attack_monsters and ent.type == "monster") or (not self.attack_npcs and ent.type == "npc") - or not specific_attack(self.specific_attack, ent.name) then + or (self.specific_attack + and not check_for(ent.name, self.specific_attack)) then objs[n] = nil --print("- mob", n, self.name, ent.name) end @@ -1440,47 +2011,28 @@ -- choose closest player to attack that isnt self if dist ~= 0 and dist < min_dist - and line_of_sight(self, sp, p, 2) == true then + and self:line_of_sight(sp, p, 2) == true + and not is_peaceful_player(player) then min_dist = dist min_player = player end end -- attack closest player or mob - if min_player and random(1, 100) > self.attack_chance 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 + if min_player and random(100) > self.attack_chance then + self:do_attack(min_player) + end end -- find someone to runaway from -local runaway_from = function(self) +function mob_class:do_runaway_from() if not self.runaway_from then return end - local s = self.object:get_pos() + local s = self.object:get_pos() ; if not s then return end local p, sp, dist, pname local player, obj, min_player, name local min_dist = self.view_range + 1 @@ -1492,7 +2044,7 @@ pname = objs[n]:get_player_name() - if mobs.invis[pname] + if is_invisible(self, pname) or self.owner == pname then name = "" @@ -1511,10 +2063,10 @@ -- find specific mob to runaway from if name ~= "" and name ~= self.name - and specific_runaway(self.runaway_from, name) then - - p = player:get_pos() + and (self.runaway_from and check_for(name, self.runaway_from)) then + sp = s + p = player and player:get_pos() or s -- aim higher to make looking up hills more realistic p.y = p.y + 1 @@ -1524,7 +2076,7 @@ -- choose closest player/mob to runaway from if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then + and self:line_of_sight(sp, p, 2) == true then min_dist = dist min_player = player end @@ -1533,20 +2085,8 @@ 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 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, yaw, 4) + yaw_to_pos(self, min_player:get_pos(), 3) + self.state = "runaway" self.runaway_timer = 3 self.following = nil @@ -1555,22 +2095,21 @@ -- follow player if owner or holding item, if fish outta water then flop -local follow_flop = function(self) +function mob_class:follow_flop() -- find player to follow - if (self.follow ~= "" - or self.order == "follow") + if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.state ~= "runaway" then - local s = self.object:get_pos() + local s = self.object:get_pos() ; if not s then return end local players = minetest.get_connected_players() for n = 1, #players do if get_distance(players[n]:get_pos(), s) < self.view_range - and not mobs.invis[ players[n]:get_player_name() ] then + and not is_invisible(self, players[n]:get_player_name()) then self.following = players[n] @@ -1591,10 +2130,11 @@ self.following = nil end else - -- stop following player if not holding specific item + -- stop following player if not holding specific item or mob is horny if self.following and self.following:is_player() - and follow_holding(self, self.following) == false then + and (self:follow_holding(self.following) == false + or self.horny) then self.following = nil end @@ -1623,29 +2163,20 @@ if dist > self.view_range then self.following = nil else - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw, 6) + yaw_to_pos(self, p) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then - set_velocity(self, self.walk_velocity) + self:set_velocity(self.walk_velocity) if self.walk_chance ~= 0 then - set_animation(self, "walk") + self:set_animation("walk") end else - set_velocity(self, 0) - set_animation(self, "stand") + self:set_velocity(0) + self:set_animation("stand") end return @@ -1655,15 +2186,25 @@ -- 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 + + if not self:attempt_flight_correction() then self.state = "flop" + + -- do we have a custom on_flop function? + if self.on_flop then + + if self:on_flop(self) then + return + end + end + self.object:set_velocity({x = 0, y = -5, z = 0}) - set_animation(self, "stand") + self:set_animation("stand") return + elseif self.state == "flop" then self.state = "stand" end @@ -1672,7 +2213,7 @@ -- dogshoot attack switch and counter function -local dogswitch = function(self, dtime) +function mob_class:dogswitch(dtime) -- switch mode not activated if not self.dogshoot_switch @@ -1701,15 +2242,15 @@ -- execute current state (stand, walk, run, attacks) -local do_states = function(self, dtime) - - local yaw = self.object:get_yaw() or 0 +function mob_class:do_states(dtime) + + local yaw = self.object:get_yaw() ; if not yaw then return end if self.state == "stand" then - if random(1, 4) == 1 then - - local lp = nil + if self.randomly_turn and random(4) == 1 then + + local lp local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) @@ -1723,47 +2264,39 @@ -- look at any players nearby, otherwise turn randomly if lp then - - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end + yaw = yaw_to_pos(self, lp) else yaw = yaw + random(-0.5, 0.5) end - yaw = set_yaw(self, yaw, 8) - end - - set_velocity(self, 0) - set_animation(self, "stand") + yaw = self:set_yaw(yaw, 8) + end + + self:set_velocity(0) + self:set_animation("stand") -- mobs ordered to stand stay standing if self.order ~= "stand" and self.walk_chance ~= 0 and self.facing_fence ~= true - and random(1, 100) <= self.walk_chance - and is_at_cliff(self) == false then - - set_velocity(self, self.walk_velocity) + and random(100) <= self.walk_chance + and self.at_cliff == false then + + self:set_velocity(self.walk_velocity) self.state = "walk" - set_animation(self, "walk") + self:set_animation("walk") end elseif self.state == "walk" then local s = self.object:get_pos() - local lp = nil + local lp -- is there something I need to avoid? if self.water_damage > 0 and self.lava_damage > 0 then - lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) + lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"}) elseif self.water_damage > 0 then @@ -1771,82 +2304,74 @@ elseif self.lava_damage > 0 then - lp = minetest.find_node_near(s, 1, {"group:lava"}) + lp = minetest.find_node_near(s, 1, {"group:igniter"}) end if lp then - -- if mob in water or lava then look for land - if (self.lava_damage - and minetest.registered_nodes[self.standing_in].groups.lava) - or (self.water_damage - and minetest.registered_nodes[self.standing_in].groups.water) then - - lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone", - "group:sand", node_ice, node_snowblock}) + -- if mob in dangerous node then look for land + if not is_node_dangerous(self, self.standing_in) then + + lp = minetest.find_nodes_in_area_under_air( + {s.x - 5, s.y - 1, s.z - 5}, + {s.x + 5, s.y + 2, s.z + 5}, + {"group:soil", "group:stone", "group:sand", + node_ice, node_snowblock}) + + -- select position of random block to climb onto + lp = #lp > 0 and lp[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) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - - -- look towards land and jump/move in that direction - yaw = set_yaw(self, yaw, 6) - do_jump(self) - set_velocity(self, self.walk_velocity) + yaw = yaw_to_pos(self, lp) + + self:do_jump() + self:set_velocity(self.walk_velocity) else yaw = yaw + random(-0.5, 0.5) end - - else - - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - end - - yaw = set_yaw(self, yaw, 8) + end + + yaw = self:set_yaw(yaw, 8) -- otherwise randomly turn - elseif random(1, 100) <= 30 then + elseif self.randomly_turn and random(100) <= 30 then yaw = yaw + random(-0.5, 0.5) - yaw = set_yaw(self, yaw, 8) + yaw = self:set_yaw(yaw, 8) + + -- for flying/swimming mobs randomly move up and down also + if self.fly_in + and not self.following then + self:attempt_flight_correction(true) + end end -- stand for great fall in front - local temp_is_cliff = is_at_cliff(self) - if self.facing_fence == true - or temp_is_cliff - or random(1, 100) <= 30 then - - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") + or self.at_cliff + or random(100) <= self.stand_chance then + + -- don't stand if mob flies and keep_flying set + if (self.fly and not self.keep_flying) + or not self.fly then + + self:set_velocity(0) + self.state = "stand" + self:set_animation("stand", true) + end else - set_velocity(self, self.walk_velocity) - - if flight_check(self) + self:set_velocity(self.walk_velocity) + + if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then - set_animation(self, "fly") + self:set_animation("fly") else - set_animation(self, "walk") + self:set_animation("walk") end end @@ -1857,36 +2382,38 @@ -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 - or is_at_cliff(self) + or self.at_cliff or self.order == "stand" then self.runaway_timer = 0 - set_velocity(self, 0) + self:set_velocity(0) self.state = "stand" - set_animation(self, "stand") + self:set_animation("stand") else - set_velocity(self, self.run_velocity) - set_animation(self, "walk") + self:set_velocity(self.run_velocity) + self:set_animation("walk") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then - -- calculate distance from mob and enemy + -- get mob and enemy positions and distance between local s = self.object:get_pos() - local p = self.attack:get_pos() or s - local dist = get_distance(p, s) - - -- stop attacking if player invisible or out of range + local p = self.attack and self.attack:get_pos() + local dist = p and get_distance(p, s) or 500 + + -- stop attacking if player out of range or invisible if dist > self.view_range or not self.attack or not self.attack:get_pos() or self.attack:get_hp() <= 0 - or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then - --- print(" ** stop attacking **", dist, self.view_range) + or (self.attack:is_player() + and is_invisible(self, self.attack:get_player_name())) then + +--print(" ** stop attacking **", dist, self.view_range) + self.state = "stand" - set_velocity(self, 0) - set_animation(self, "stand") + self:set_velocity(0) + self:set_animation("stand") self.attack = nil self.v_start = false self.timer = 0 @@ -1898,55 +2425,52 @@ if self.attack_type == "explode" then - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) + yaw = yaw_to_pos(self, p) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) + -- look a little higher to fix raycast + s.y = s.y + 0.5 ; p.y = p.y + 0.5 + -- 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 + and self:line_of_sight(s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 - mob_sound(self, self.sounds.fuse) --- print ("=== explosion timer started", self.explosion_timer) + self:mob_sound(self.sounds.fuse) + +--print("=== explosion timer started", self.explosion_timer) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start - and (dist > self.reach - or not line_of_sight(self, s, p, 2)) then + and (dist > self.reach or not self:line_of_sight(s, p, 2)) then + +--print("=== explosion timer stopped") + self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false - self.object:settexturemod("") + self.object:set_texture_mod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then - set_velocity(self, 0) + self:set_velocity(0) else - set_velocity(self, self.run_velocity) + self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then - set_animation(self, "run") + self:set_animation("run") else - set_animation(self, "walk") + self:set_animation("walk") end if self.v_start then @@ -1959,15 +2483,18 @@ self.blinktimer = 0 if self.blinkstatus then - self.object:settexturemod("") + + self.object:set_texture_mod(self.texture_mods) else - self.object:settexturemod("^[brighten") + + self.object:set_texture_mod(self.texture_mods + .. "^[brighten") end self.blinkstatus = not self.blinkstatus end --- print ("=== explosion timer", self.timer) +--print("=== explosion timer", self.timer) if self.timer > self.explosion_timer then @@ -1980,7 +2507,7 @@ node_break_radius = 1 end - self.object:remove() + remove_mob(self, true) if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then @@ -1988,7 +2515,7 @@ tnt.boom(pos, { radius = node_break_radius, damage_radius = entity_damage_radius, - sound = self.sounds.explode, + sound = self.sounds.explode }) else @@ -1999,16 +2526,19 @@ }) entity_physics(pos, entity_damage_radius) - effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) + + effect(pos, 32, "tnt_smoke.png", nil, nil, + node_break_radius, 1, 0) end - return + return true end end elseif self.attack_type == "dogfight" - or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) - or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then + or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) + or (self.attack_type == "dogshoot" and dist <= self.reach + and self:dogswitch() == 0) then if self.fly and dist > self.reach then @@ -2019,7 +2549,7 @@ local p_y = floor(p2.y + 1) local v = self.object:get_velocity() - if flight_check(self, s) then + if self:flight_check() then if me_y < p_y then @@ -2055,7 +2585,6 @@ }) end end - end -- rnd: new movement direction @@ -2077,25 +2606,16 @@ return end - if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then + if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue - table.remove(self.path.way, 1) + 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) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) + yaw = yaw_to_pos(self, p) -- move towards enemy if beyond mob reach if dist > self.reach then @@ -2104,48 +2624,46 @@ if self.pathfinding -- only if mob has pathfinding enabled and enable_pathfinding then - smart_mobs(self, s, p, dist, dtime) + self:smart_mobs(s, p, dist, dtime) end - if is_at_cliff(self) then - - set_velocity(self, 0) - set_animation(self, "stand") + -- distance padding to stop spinning mob + local pad = abs(p.x - s.x) + abs(p.z - s.z) + + if self.at_cliff or pad < 0.2 then + + self:set_velocity(0) + self:set_animation("stand") else if self.path.stuck then - set_velocity(self, self.walk_velocity) + self:set_velocity(self.walk_velocity) else - set_velocity(self, self.run_velocity) + self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then - set_animation(self, "run") + self:set_animation("run") else - set_animation(self, "walk") + 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 - set_velocity(self, 0) - - if not self.custom_attack then - - if self.timer > 1 then + self:set_velocity(0) + + if self.timer > 1 then + + -- no custom attack or custom attack returns true to continue + if not self.custom_attack + or self:custom_attack(self, p) == true then self.timer = 0 - --- if self.double_melee_attack --- and random(1, 2) == 1 then --- set_animation(self, "punch2") --- else - set_animation(self, "punch") --- end + self:set_animation("punch") local p2 = p local s2 = s @@ -2153,64 +2671,52 @@ p2.y = p2.y + .5 s2.y = s2.y + .5 - if line_of_sight(self, p2, s2) == true then + if self:line_of_sight(p2, s2) == true then -- play attack sound - mob_sound(self, self.sounds.attack) + self:mob_sound(self.sounds.attack) -- punch player (or what player is attached to) local attached = self.attack:get_attach() + if attached then self.attack = attached end + + local dgroup = self.damage_group or "fleshy" + self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, - damage_groups = {fleshy = self.damage} + damage_groups = {[dgroup] = 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 and dogswitch(self) == 0) then + or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1) + or (self.attack_type == "dogshoot" and dist > self.reach and + self:dogswitch() == 0) then p.y = p.y - .5 s.y = s.y + .5 - local dist = get_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) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) - - set_velocity(self, 0) + local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} + + yaw = yaw_to_pos(self, p) + + self:set_velocity(0) if self.shoot_interval and self.timer > self.shoot_interval - and random(1, 100) <= 60 then + and random(100) <= 60 then self.timer = 0 - set_animation(self, "shoot") + self:set_animation("shoot") -- play shoot attack sound - mob_sound(self, self.sounds.shoot_attack) + self:mob_sound(self.sounds.shoot_attack) local p = self.object:get_pos() @@ -2221,6 +2727,12 @@ local obj = minetest.add_entity(p, self.arrow) local ent = obj:get_luaentity() local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 + + -- check for custom override for arrow + if self.arrow_override then + self.arrow_override(ent) + end + local v = ent.velocity or 1 -- or set to default ent.switch = 1 @@ -2241,49 +2753,29 @@ -- falling and fall damage -local falling = function(self, pos) - - if self.fly then +function mob_class:falling(pos) + + if self.fly or self.disable_falling then return 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 - - -- in water then float up - if self.standing_in - and minetest.registered_nodes[self.standing_in].groups.water then - - if self.floats == 1 then - - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2 - z = 0 - }) - end + -- sanity check + if not v then return end + + local fall_speed = self.fall_speed + + -- in water then use liquid viscosity for float/sink speed + if self.floats == 1 and self.standing_in + and minetest.registered_nodes[self.standing_in].groups.liquid then + + local visc = min( + minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1 + + self.object:set_velocity({x = v.x, y = 0.6, z = v.z}) + fall_speed = -1.2 / visc else -- fall damage onto solid ground @@ -2298,14 +2790,17 @@ effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) - if check_for_death(self, {type = "fall"}) then - return + if self:check_for_death({type = "fall"}) then + return true end end self.old_y = self.object:get_pos().y end end + + -- fall at set speed + self.object:set_acceleration({x = 0, y = fall_speed, z = 0}) end @@ -2313,30 +2808,58 @@ local tr = minetest.get_modpath("toolranks") -- deal damage and effects when mob punched -local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) +function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) -- mob health check if self.health <= 0 then - return + return true end -- custom punch function if self.do_punch - and self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then - return + and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then + return true 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 - - -- is mob protected? - if self.protected and hitter:is_player() - and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then - minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) - return + + minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") + + return true + end + + -- is mob protected + if self.protected then + + -- did player hit mob and if so is it in protected area + if hitter:is_player() then + + local player_name = hitter:get_player_name() + + if player_name ~= self.owner + and minetest.is_protected(self.object:get_pos(), player_name) then + + minetest.chat_send_player(hitter:get_player_name(), + S("Mob has been protected!")) + + return true + end + + -- if protection is on level 2 then dont let arrows harm mobs + elseif self.protected == 2 then + + local ent = hitter and hitter:get_luaentity() + + if ent and ent._is_arrow then + + return true -- arrow entity + + elseif not ent then + + return true -- non entity + end + end end local weapon = hitter:get_wielded_item() @@ -2368,7 +2891,7 @@ end damage = damage + (tool_capabilities.damage_groups[group] or 0) - * tmp * ((armor[group] or 0) / 100.0) + * tmp * ((armor[group] or 0) / 100.0) end end @@ -2378,25 +2901,28 @@ if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 + break - -- if "all" then no tool does damage unless it's specified in list + -- if "all" then no tools deal damage unless it's specified in list elseif self.immune_to[n][1] == "all" then damage = self.immune_to[n][2] or 0 end end +--print("Mob Damage is", damage) + -- healing if damage <= -1 then + self.health = self.health - floor(damage) - return - end - --- print ("Mob Damage is", damage) + + return true + end if use_cmi and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then - return + return true end -- add weapon wear @@ -2414,10 +2940,8 @@ end end - if tr then - if weapon_def.original_description then - weapon:add_wear(toolranks.new_afteruse(weapon, hitter, nil, {wear = wear})) - end + if tr and weapon_def.original_description then + toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) else weapon:add_wear(wear) end @@ -2427,38 +2951,32 @@ -- only play hit sound and show blood effects if damage is 1 or over if damage >= 1 then - -- weapon sounds - if weapon_def.sounds then - - local s = random(0, #weapon_def.sounds) - - minetest.sound_play(weapon_def.sounds[s], { - object = self.object, - max_hear_distance = 8 - }) - else - minetest.sound_play("default_punch", { - object = self.object, - max_hear_distance = 5 - }) - end + -- select tool use sound if found, or fallback to default + local snd = weapon_def.sound and weapon_def.sound.use + or "default_punch" + + minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true) -- blood_particles if not disable_blood and self.blood_amount > 0 then local pos = self.object:get_pos() + local blood = self.blood_texture + local amount = self.blood_amount pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 + + -- lots of damage = more blood :) + if damage > 10 then + amount = self.blood_amount * 2 + end -- do we have a single blood texture or multiple? if type(self.blood_texture) == "table" then - - local blood = self.blood_texture[random(1, #self.blood_texture)] - - effect(pos, self.blood_amount, blood, nil, nil, 1, nil) - else - effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) - end + blood = self.blood_texture[random(#self.blood_texture)] + end + + effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true) end -- do damage @@ -2468,30 +2986,19 @@ local hot = tool_capabilities and tool_capabilities.damage_groups and tool_capabilities.damage_groups.fire - if check_for_death(self, {type = "punch", - puncher = hitter, hot = hot}) then - return - end - - --[[ add healthy afterglow when hit (can cause hit lag with larger textures) - minetest.after(0.1, function() - - if not self.object:get_luaentity() then return end - - self.object:settexturemod("^[colorize:#c9900070") - - core.after(0.3, function() - self.object:settexturemod("") - end) - end) ]] - + if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then + return true + end end -- END if damage -- knock back effect (only on full punch) - if self.knock_back - and tflp >= punch_interval then + if self.knock_back and tflp >= punch_interval then local v = self.object:get_velocity() + + -- sanity check + if not v then return true end + local kb = damage or 1 local up = 2 @@ -2505,13 +3012,9 @@ dir = dir or {x = 0, y = 0, z = 0} -- use tool knockback value or default - kb = tool_capabilities.damage_groups["knockback"] or (kb * 1.5) - - self.object:set_velocity({ - x = dir.x * kb, - y = up, - z = dir.z * kb - }) + kb = tool_capabilities.damage_groups["knockback"] or kb + + self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb}) self.pause_timer = 0.25 end @@ -2521,20 +3024,8 @@ and self.order ~= "stand" then local lp = hitter:get_pos() - local s = self.object: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 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, yaw, 6) + local yaw = yaw_to_pos(self, lp, 3) + self.state = "runaway" self.runaway_timer = 0 self.following = nil @@ -2548,15 +3039,17 @@ and self.child == false and self.attack_players == true and hitter:get_player_name() ~= self.owner - and not mobs.invis[ name ] then + and not is_invisible(self, name) + and self.object ~= hitter then -- attack whoever punched mob self.state = "" - do_attack(self, hitter) + self:do_attack(hitter) -- alert others to the attack - local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) - local obj = nil + local objs = minetest.get_objects_inside_radius( + hitter:get_pos(), self.view_range) + local obj for n = 1, #objs do @@ -2564,17 +3057,19 @@ if obj and obj._cmi_is_mob then - -- only alert members of same mob + -- only alert members of same mob and assigned helper if obj.group_attack == true and obj.state ~= "attack" and obj.owner ~= name - and obj.name == self.name then - do_attack(obj, hitter) + and (obj.name == self.name + or obj.name == self.group_helper) then + + obj:do_attack(hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then - do_attack(obj, self.object) + obj:do_attack(self.object) end end end @@ -2583,7 +3078,14 @@ -- get entity staticdata -local mob_staticdata = function(self) +function mob_class:mob_staticdata() + + -- this handles mob count for mobs activated, unloaded, reloaded + if active_limit > 0 and self.active_toggle then + active_mobs = active_mobs + self.active_toggle + self.active_toggle = -self.active_toggle +--print("-- staticdata", active_mobs, active_limit, self.active_toggle) + end -- remove mob when out of range unless tamed if remove_far @@ -2593,11 +3095,11 @@ and not self.tamed and self.lifetimer < 20000 then - --print ("REMOVED " .. self.name) - - self.object:remove() - - return ""-- nil +--print("REMOVED " .. self.name) + + remove_mob(self, true) + + return minetest.serialize({remove_ok = true, static_save = true}) end self.remove_ok = true @@ -2606,42 +3108,57 @@ self.state = "stand" -- used to rotate older mobs - if self.drawtype - and self.drawtype == "side" then - self.rotate = math.rad(90) + if self.drawtype and self.drawtype == "side" then + self.rotate = rad(90) end if use_cmi then - self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) - end - - local tmp = {} + self.serialized_cmi_components = cmi.serialize_components( + self._cmi_components) + end + + local tmp, t = {} for _,stat in pairs(self) do - local t = type(stat) + t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" + and _ ~= "object" and _ ~= "_cmi_components" then tmp[_] = self[_] end end - --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') +--print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') + return minetest.serialize(tmp) end -- activate mob and reload settings -local mob_activate = function(self, staticdata, def, dtime) +function mob_class:mob_activate(staticdata, def, dtime) + + -- if dtime == 0 then entity has just been created + -- anything higher means it is respawning (thanks SorceryKid) + if dtime == 0 and active_limit > 0 then + self.active_toggle = 1 + end + + -- remove mob if not tamed and mob total reached + if active_limit > 0 and active_mobs >= active_limit and not self.tamed then + + remove_mob(self) +--print("-- mob limit reached, removing " .. self.name) + return + end -- remove monsters in peaceful mode - if self.type == "monster" - and peaceful_only then - - self.object:remove() + if self.type == "monster" and peaceful_only then + + remove_mob(self, true) return end @@ -2650,10 +3167,26 @@ local tmp = minetest.deserialize(staticdata) if tmp then + + local t + for _,stat in pairs(tmp) do - self[_] = stat - end - end + + t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + self[_] = stat + end + end + end + + -- force current model into mob + self.mesh = def.mesh + self.base_mesh = def.mesh + self.collisionbox = def.collisionbox + self.selectionbox = def.selectionbox -- select random texture, set model and size if not self.base_texture then @@ -2663,7 +3196,7 @@ def.textures = {def.textures} end - self.base_texture = def.textures and def.textures[random(1, #def.textures)] + self.base_texture = def.textures and def.textures[random(#def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox @@ -2683,49 +3216,37 @@ local selbox = self.base_selbox -- specific texture if gotten - if self.gotten == true - and def.gotten_texture then + 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 + 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, - } + 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 - } + 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 - } + 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 = random (self.hp_min, self.hp_max) + self.health = random(self.hp_min, self.hp_max) end -- pathfinding init @@ -2736,8 +3257,16 @@ self.path.following = false -- currently following path? self.path.stuck_timer = 0 -- if stuck for too long search for path + -- Armor groups (immortal = 1 for custom damage handling) + local armor + if type(self.armor) == "table" then + armor = table_copy(self.armor) + else + armor = {fleshy = self.armor} -- immortal = 1 + end + self.object:set_armor_groups(armor) + -- mob defaults - self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) self.old_y = self.object:get_pos().y self.old_health = self.health self.sounds.distance = self.sounds.distance or 10 @@ -2747,6 +3276,7 @@ self.selectionbox = selbox self.visual_size = vis_size self.standing_in = "air" + self.standing_on = "air" -- check existing nametag if not self.nametag then @@ -2755,14 +3285,22 @@ -- set anything changed above self.object:set_properties(self) - set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6) - update_tag(self) - set_animation(self, "stand") + self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) + self:update_tag() + self:set_animation("stand") + + -- apply any texture mods + self.object:set_texture_mod(self.texture_mods) + + -- set 5.x flag to remove monsters when map area unloaded + if remove_far and self.type == "monster" and not self.tamed then + self.static_save = false + end -- 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 + self.on_spawn_run = true -- if true, set flag to run once only end end @@ -2772,14 +3310,15 @@ end if use_cmi then - self._cmi_components = cmi.activate_components(self.serialized_cmi_components) + self._cmi_components = cmi.activate_components( + self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end -- handle mob lifetimer and expiration -local mob_expire = function(self, pos, dtime) +function mob_class:mob_expire(pos, dtime) -- when lifetimer expires remove mob (except npc and tamed) if self.type ~= "npc" @@ -2810,7 +3349,7 @@ effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) - self.object:remove() + remove_mob(self, true) return end @@ -2819,14 +3358,19 @@ -- main mob function -local mob_step = function(self, dtime) +function mob_class:on_step(dtime, moveresult) + + if self.state == "die" then return end if use_cmi then cmi.notify_step(self.object, dtime) end local pos = self.object:get_pos() - local yaw = 0 + local yaw = self.object:get_yaw() + + -- early warning check, if no yaw then no entity, skip rest of function + if not yaw then return end -- get node at foot level every quarter second self.node_timer = (self.node_timer or 0) + dtime @@ -2844,20 +3388,42 @@ -- what is mob standing in? self.standing_in = node_ok({ x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name --- print ("standing in " .. self.standing_in) - - -- check for mob expiration (0.25 instead of dtime since were in a timer) - mob_expire(self, pos, 0.25) - end - - -- check if falling, flying, floating - falling(self, pos) + + self.standing_on = node_ok({ + x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name + +--print("standing in " .. self.standing_in) + + -- if standing inside solid block then jump to escape + if minetest.registered_nodes[self.standing_in].walkable + and minetest.registered_nodes[self.standing_in].drawtype + == "normal" then + + self.object:set_velocity({ + x = 0, + y = self.jump_height, + z = 0 + }) + end + + -- check and stop if standing at cliff and fear of heights + self.at_cliff = self:is_at_cliff() + + if self.at_cliff then + self:set_velocity(0) + end + + -- has mob expired (0.25 instead of dtime since were in a timer) + self:mob_expire(pos, 0.25) + end + + -- check if falling, flying, floating and return if player died + if self:falling(pos) then + return + end -- smooth rotation by ThomasMonroe314 - if self.delay and self.delay > 0 then - - local yaw = self.object:get_yaw() if self.delay == 1 then yaw = self.target_yaw @@ -2891,8 +3457,6 @@ self.object:set_yaw(yaw) end - -- end rotation - -- knockback timer if self.pause_timer > 0 then @@ -2905,7 +3469,7 @@ if self.do_custom then -- when false skip going any further - if self.do_custom(self, dtime) == false then + if self:do_custom(dtime) == false then return end end @@ -2928,8 +3492,8 @@ end -- mob plays random sound at times - if random(1, 100) == 1 then - mob_sound(self, self.sounds.random) + if random(100) == 1 then + self:mob_sound(self.sounds.random) end -- environmental damage timer (every 1 second) @@ -2941,38 +3505,40 @@ self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) - do_env_damage(self) + if self:do_env_damage() then return end -- node replace check (cow eats grass etc.) - replace(self, pos) - end - - general_attack(self) - - breed(self) - - follow_flop(self) - - do_states(self, dtime) - - do_jump(self) - - runaway_from(self) - + self:replace(pos) + end + + self:general_attack() + + self:breed() + + self:follow_flop() + + if self:do_states(dtime) then return end + + self:do_jump() + + self:do_runaway_from(self) + + self:do_stay_near() end -- default function when mobs are blown up with TNT -local do_tnt = function(obj, damage) - - --print ("----- Damage", damage) - - obj.object:punch(obj.object, 1.0, { +function mob_class:on_blast(damage) + +--print("-- blast damage", damage) + + self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) - return false, true, {} + -- return no damage, no knockback, no item drops, mob api handles all + return false, false, {} end @@ -2981,143 +3547,146 @@ -- register mob entity function mobs:register_mob(name, def) - mobs.spawning_mobs[name] = true - -minetest.register_entity(name, { - - stepheight = def.stepheight or 1.1, -- was 0.6 + mobs.spawning_mobs[name] = {} + + local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} + + -- quick fix to stop mobs glitching through nodes if too small + if -collisionbox[2] + collisionbox[5] < 1.01 then + collisionbox[5] = collisionbox[2] + 0.99 + end + +minetest.register_entity(name, setmetatable({ + + stepheight = def.stepheight, name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, - fly_in = def.fly_in or "air", - owner = def.owner or "", - order = def.order or "", + fly_in = def.fly_in, + keep_flying = def.keep_flying, + owner = def.owner, + order = def.order, on_die = def.on_die, + on_flop = def.on_flop, do_custom = def.do_custom, - jump_height = def.jump_height or 4, -- was 6 + jump_height = def.jump_height, drawtype = def.drawtype, -- DEPRECATED, use rotate instead - rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 - lifetimer = def.lifetimer or 180, -- 3 minutes + rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2 + glow = def.glow, + lifetimer = def.lifetimer, hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), - physical = true, - collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, - selectionbox = def.selectionbox or def.collisionbox, + collisionbox = collisionbox, --def.collisionbox, + selectionbox = def.selectionbox or collisionbox, --def.collisionbox, visual = def.visual, - visual_size = def.visual_size or {x = 1, y = 1}, + visual_size = def.visual_size, mesh = def.mesh, - makes_footstep_sound = def.makes_footstep_sound or false, - view_range = def.view_range or 5, - walk_velocity = def.walk_velocity or 1, - run_velocity = def.run_velocity or 2, + makes_footstep_sound = def.makes_footstep_sound, + view_range = def.view_range, + walk_velocity = def.walk_velocity, + run_velocity = def.run_velocity, damage = max(0, (def.damage or 0) * difficulty), - light_damage = def.light_damage or 0, - light_damage_min = def.light_damage_min or 14, - light_damage_max = def.light_damage_max or 15, - water_damage = def.water_damage or 0, - lava_damage = def.lava_damage or 0, - suffocation = def.suffocation or 2, - fall_damage = def.fall_damage or 1, - fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10) - drops = def.drops or {}, - armor = def.armor or 100, + damage_group = def.damage_group, + damage_texture_modifier = def.damage_texture_modifier, + light_damage = def.light_damage, + light_damage_min = def.light_damage_min, + light_damage_max = def.light_damage_max, + water_damage = def.water_damage, + lava_damage = def.lava_damage, + fire_damage = def.fire_damage, + air_damage = def.air_damage, + suffocation = def.suffocation, + fall_damage = def.fall_damage, + fall_speed = def.fall_speed, + drops = def.drops, + armor = def.armor, on_rightclick = def.on_rightclick, arrow = def.arrow, + arrow_override = def.arrow_override, shoot_interval = def.shoot_interval, - sounds = def.sounds or {}, + sounds = def.sounds, animation = def.animation, follow = def.follow, - jump = def.jump ~= false, - walk_chance = def.walk_chance or 50, - attack_chance = def.attack_chance or 5, - passive = def.passive or false, - knock_back = def.knock_back ~= false, - blood_amount = def.blood_amount or 5, - blood_texture = def.blood_texture or "mobs_blood.png", - shoot_offset = def.shoot_offset or 0, - floats = def.floats or 1, -- floats in water by default + jump = def.jump, + walk_chance = def.walk_chance, + stand_chance = def.stand_chance, + attack_chance = def.attack_chance, + passive = def.passive, + knock_back = def.knock_back, + blood_amount = def.blood_amount, + blood_texture = def.blood_texture, + shoot_offset = def.shoot_offset, + floats = def.floats, replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, - replace_offset = def.replace_offset or 0, + replace_offset = def.replace_offset, on_replace = def.on_replace, - timer = 0, - env_damage_timer = 0, -- only used when state = "attack" - tamed = false, - pause_timer = 0, - horny = false, - hornytimer = 0, - child = false, - gotten = false, - health = 0, - reach = def.reach or 3, - htimer = 0, + reach = def.reach, texture_list = def.textures, + texture_mods = def.texture_mods or "", 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, + docile_by_day = def.docile_by_day, + fear_height = def.fear_height, runaway = def.runaway, - runaway_timer = 0, pathfinding = def.pathfinding, - immune_to = def.immune_to or {}, + immune_to = def.immune_to, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, - explosion_timer = def.explosion_timer or 3, - allow_fuse_reset = def.allow_fuse_reset ~= false, - stop_to_explode = def.stop_to_explode ~= false, + explosion_timer = def.explosion_timer, + allow_fuse_reset = def.allow_fuse_reset, + stop_to_explode = def.stop_to_explode, 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), - group_attack = def.group_attack or false, - attack_monsters = def.attacks_monsters or def.attack_monsters or false, - attack_animals = def.attack_animals or false, - attack_players = def.attack_players ~= false, - attack_npcs = def.attack_npcs ~= false, + dogshoot_count_max = def.dogshoot_count_max, + dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, + group_attack = def.group_attack, + group_helper = def.group_helper, + attack_monsters = def.attacks_monsters or def.attack_monsters, + attack_animals = def.attack_animals, + attack_players = def.attack_players, + attack_npcs = def.attack_npcs, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, - facing_fence = false, pushable = def.pushable, - _cmi_is_mob = true, + stay_near = def.stay_near, + randomly_turn = def.randomly_turn ~= false, + ignore_invisibility = def.ignore_invisibility, on_spawn = def.on_spawn, - on_blast = def.on_blast or do_tnt, - - on_step = mob_step, + on_blast = def.on_blast, -- class redifinition do_punch = def.do_punch, - on_punch = mob_punch, - on_breed = def.on_breed, on_grown = def.on_grown, on_activate = function(self, staticdata, dtime) - return mob_activate(self, staticdata, def, dtime) + return self:mob_activate(staticdata, def, dtime) end, get_staticdata = function(self) - return mob_staticdata(self) + return self:mob_staticdata(self) end, -}) +}, mob_class_meta)) end -- END mobs:register_mob function -- count how many mobs of one type are inside an area +-- will also return true for second value if player is inside area local count_mobs = function(pos, type) local total = 0 local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) local ent + local players for n = 1, #objs do @@ -3129,14 +3698,175 @@ if ent and ent.name and ent.name == type then total = total + 1 end - end - end - - return total + else + players = true + end + end + + return total, players +end + + +-- do we have enough space to spawn mob? (thanks wuzzy) +local can_spawn = function(pos, name) + + local ent = minetest.registered_entities[name] + local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1])) + local min_x, max_x + + if width_x % 2 == 0 then + max_x = floor(width_x / 2) + min_x = -(max_x - 1) + else + max_x = floor(width_x / 2) + min_x = -max_x + end + + local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3])) + local min_z, max_z + + if width_z % 2 == 0 then + max_z = floor(width_z / 2) + min_z = -(max_z - 1) + else + max_z = floor(width_z / 2) + min_z = -max_z + end + + local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) + local pos2 + + for y = 0, max_y do + for x = min_x, max_x do + for z = min_z, max_z do + + pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z} + + if minetest.registered_nodes[node_ok(pos2).name].walkable == true then + return nil + end + end + end + end + + -- tweak X/Z spawn pos + if width_x % 2 == 0 then + pos.x = pos.x + 0.5 + end + + if width_z % 2 == 0 then + pos.z = pos.z + 0.5 + end + + return pos +end + +function mobs:can_spawn(pos, name) + return can_spawn(pos, name) end -- global functions + +function mobs:add_mob(pos, def) + + -- is mob actually registered? + if not mobs.spawning_mobs[def.name] + or not minetest.registered_entities[def.name] then +--print("--- mob doesn't exist", def.name) + return + end + + -- are we over active mob limit + if active_limit > 0 and active_mobs >= active_limit then +--print("--- active mob limit reached", active_mobs, active_limit) + return + end + + -- get total number of this mob in area + local num_mob, is_pla = count_mobs(pos, def.name) + + if not is_pla then +--print("--- no players within active area, will not spawn " .. def.name) + return + end + + local aoc = mobs.spawning_mobs[def.name] + and mobs.spawning_mobs[def.name].aoc or 1 + + if def.ignore_count ~= true and num_mob >= aoc then +--print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc) + return + end + + local mob = minetest.add_entity(pos, def.name) + +--print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos)) + + local ent = mob:get_luaentity() + + if not ent then +--print("[mobs] entity not found " .. def.name) + return false + end + + if def.child then + + local textures = ent.base_texture + + -- using specific child texture (if found) + if ent.child_texture then + textures = ent.child_texture[1] + end + + -- and resize to half height + mob: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 + }, + }) + + ent.child = true + end + + if def.owner then + ent.tamed = true + ent.owner = def.owner + end + + if def.nametag then + + -- limit name entered to 64 characters long + if def.nametag:len() > 64 then + def.nametag = def.nametag:sub(1, 64) + end + + ent.nametag = def.nametag + + ent:update_tag() + end + + return ent +end + function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks @@ -3144,126 +3874,158 @@ end -function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, - interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) +function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, + chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load) -- Do mobs spawn at all? - if not mobs_spawn then + if not mobs_spawn or not mobs.spawning_mobs[name] then +--print ("--- spawning not registered for " .. name) return end -- chance/spawn number override in minetest.conf for registered mob - local numbers = minetest.settings:get(name) + local numbers = settings:get(name) if numbers then + numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then - minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) + + minetest.log("warning", + string.format("[mobs] %s has spawning disabled", name)) return end - minetest.log("action", - string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) - - end - - minetest.register_abm({ - - label = name .. " spawning", - nodenames = nodes, - neighbors = neighbors, - interval = interval, - chance = max(1, (chance * mob_chance_multiplier)), - catch_up = false, - - action = function(pos, node, active_object_count, active_object_count_wider) - - -- is mob actually registered? - if not mobs.spawning_mobs[name] - or not minetest.registered_entities[name] then ---print ("--- mob doesn't exist", name) - return - end - - -- additional custom checks for spawning mob - if mobs:spawn_abm_check(pos, node, name) == true then - return - end - - -- do not spawn if too many entities in area - if active_object_count_wider >= max_per_block then + minetest.log("action", string.format( + "[mobs] Chance setting for %s changed to %s (total: %s)", + name, chance, aoc)) + end + + mobs.spawning_mobs[name].aoc = aoc + + local spawn_action = function(pos, node, active_object_count, + active_object_count_wider) + + -- use instead of abm's chance setting when using lbm + if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then + return + end + + -- use instead of abm's neighbor setting when using lbm + if map_load and not minetest.find_node_near(pos, 1, neighbors) then +--print("--- lbm neighbors not found") + return + end + + -- is mob actually registered? + if not mobs.spawning_mobs[name] + or not minetest.registered_entities[name] then +--print("--- mob doesn't exist", name) + return + end + + -- are we over active mob limit + if active_limit > 0 and active_mobs >= active_limit then +--print("--- active mob limit reached", active_mobs, active_limit) + return + end + + -- additional custom checks for spawning mob + if mobs:spawn_abm_check(pos, node, name) == true then + return + end + + -- do not spawn if too many entities in area + if active_object_count_wider + and active_object_count_wider >= max_per_block then --print("--- too many entities in area", active_object_count_wider) - return - end - - -- get total number of this mob in area - local num_mob = count_mobs(pos, name) - - if num_mob >= aoc then ---print ("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) - return - end + return + end + + -- get total number of this mob in area + local num_mob, is_pla = count_mobs(pos, name) + + if not is_pla then +--print("--- no players within active area, will not spawn " .. name) + return + end + + if num_mob >= aoc then +--print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) + return + end -- if toggle set to nil then ignore day/night check - if day_toggle ~= nil then - - local tod = (minetest.get_timeofday() or 0) * 24000 - - if tod > 4500 and tod < 19500 then - -- daylight, but mob wants night - if day_toggle == false then ---print ("--- mob needs night", name) - return - end - else - -- night time but mob wants day - if day_toggle == true then ---print ("--- mob needs day", name) - return - end - end - end - - -- spawn above node - pos.y = pos.y + 1 - - -- are we spawning within height limits? - if pos.y > max_height - or pos.y < min_height then ---print ("--- height limits not met", name, pos.y) - return - end - - -- are light levels ok? - local light = minetest.get_node_light(pos) - if not light - or light > max_light - or light < min_light then ---print ("--- light limits not met", name, light) - return - end - - -- only spawn away from player - local objs = minetest.get_objects_inside_radius(pos, 10) - - for n = 1, #objs do - - if objs[n]:is_player() then ---print ("--- player too close", name) + if day_toggle ~= nil then + + local tod = (minetest.get_timeofday() or 0) * 24000 + + if tod > 4500 and tod < 19500 then + -- daylight, but mob wants night + if day_toggle == false then +--print("--- mob needs night", name) return end - end + else + -- night time but mob wants day + if day_toggle == true then +--print("--- mob needs day", name) + return + end + end + end + + -- spawn above node + pos.y = pos.y + 1 + + -- are we spawning within height limits? + if pos.y > max_height + or pos.y < min_height then +--print("--- height limits not met", name, pos.y) + return + end + + -- are light levels ok? + local light = minetest.get_node_light(pos) + if not light + or light > max_light + or light < min_light then +--print("--- light limits not met", name, light) + return + end + + -- check if mob can spawn inside protected areas + if (spawn_protected == false + or (spawn_monster_protected == false + and minetest.registered_entities[name].type == "monster")) + and minetest.is_protected(pos, "") then +--print("--- inside protected area", name) + return + end + + -- only spawn a set distance away from player + local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range) + + for n = 1, #objs do + + if objs[n]:is_player() then +--print("--- player too close", name) + return + end + end + + local ent = minetest.registered_entities[name] + + -- should we check mob area for obstructions ? + if mob_area_spawn ~= true then -- do we have enough height clearance to spawn mob? - local ent = minetest.registered_entities[name] - local height = max(1, math.ceil( - (ent.collisionbox[5] or 0.25) - - (ent.collisionbox[2] or -0.25) - 1)) - - for n = 0, height do + local height = max(0, ent.collisionbox[5] - ent.collisionbox[2]) + + for n = 0, floor(height) do local pos2 = {x = pos.x, y = pos.y + n, z = pos.z} @@ -3272,31 +4034,60 @@ return end end - - -- mobs cannot spawn in protected areas when enabled - if not spawn_protected - and minetest.is_protected(pos, "") then ---print ("--- inside protected area", name) - return - end - - -- spawn mob half block higher than ground - pos.y = pos.y + 0.5 + else + -- returns position if we have enough space to spawn mob + pos = can_spawn(pos, name) + end + + if pos then + + -- adjust for mob collision box + pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 local mob = minetest.add_entity(pos, name) ---[[ - print ("[mobs] Spawned " .. name .. " at " - .. minetest.pos_to_string(pos) .. " on " - .. node.name .. " near " .. neighbors[1]) -]] + +-- print("[mobs] Spawned " .. name .. " at " +-- .. minetest.pos_to_string(pos) .. " on " +-- .. node.name .. " near " .. neighbors[1]) + if on_spawn then - - local ent = mob:get_luaentity() - - on_spawn(ent, pos) - end - end - }) + on_spawn(mob:get_luaentity(), pos) + end + else +--print("--- not enough space to spawn", name) + end + end + + + -- are we registering an abm or lbm? + if map_load == true then + + minetest.register_lbm({ + name = name .. "_spawning", + label = name .. " spawning", + nodenames = nodes, + run_at_every_load = false, + + action = function(pos, node) + spawn_action(pos, node) + end + }) + + else + + minetest.register_abm({ + label = name .. " spawning", + nodenames = nodes, + neighbors = neighbors, + interval = interval, + chance = max(1, (chance * mob_chance_multiplier)), + catch_up = false, + + action = function(pos, node, active_object_count, active_object_count_wider) + spawn_action(pos, node, active_object_count, active_object_count_wider) + end + }) + end end @@ -3309,7 +4100,7 @@ end --- MarkBu's spawn function +-- MarkBu's spawn function (USE this one please) function mobs:spawn(def) mobs:spawn_specific( @@ -3324,8 +4115,8 @@ def.min_height or -31000, def.max_height or 31000, def.day_toggle, - def.on_spawn - ) + def.on_spawn, + def.on_map_load) end @@ -3336,7 +4127,10 @@ minetest.register_entity(name, { - physical = false, + physical = def.physical or false, + collide_with_objects = def.collide_with_objects or false, + static_save = false, + visual = def.visual, visual_size = def.visual_size, textures = def.textures, @@ -3344,9 +4138,11 @@ 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 = def.collisionbox or {0, 0, 0, 0, 0, 0}, + collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1}, timer = 0, + lifetime = def.lifetime or 4.5, switch = 0, owner_id = def.owner_id, rotate = def.rotate, @@ -3355,27 +4151,25 @@ on_activate = def.on_activate, - on_punch = def.on_punch or function(self, hitter, tflp, tool_capabilities, dir) + on_punch = def.on_punch or function( + self, hitter, tflp, tool_capabilities, dir) end, on_step = def.on_step or function(self, dtime) - self.timer = self.timer + 1 + self.timer = self.timer + dtime local pos = self.object:get_pos() - if self.switch == 0 - or self.timer > 150 then - - self.object:remove() ; -- print ("removed arrow") + if self.switch == 0 or self.timer > self.lifetime then + + self.object:remove() ; -- print("removed arrow") return end -- does arrow have a tail (fireball) - if def.tail - and def.tail == 1 - and def.tail_texture then + if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = pos, @@ -3385,7 +4179,7 @@ collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, - glow = def.glow or 0, + glow = def.glow or 0 }) end @@ -3395,7 +4189,7 @@ if minetest.registered_nodes[node].walkable then - self.hit_node(self, pos, node) + self:hit_node(pos, node) if self.drop == true then @@ -3403,24 +4197,27 @@ self.lastpos = (self.lastpos or pos) - minetest.add_item(self.lastpos, self.object:get_luaentity().name) + minetest.add_item(self.lastpos, + self.object:get_luaentity().name) end - self.object:remove() ; -- print ("hit node") + self.object:remove() ; -- print("hit node") return end end - if self.hit_player or self.hit_mob then - - for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do - - if self.hit_player - and player:is_player() then - - self.hit_player(self, player) - self.object:remove() ; -- print ("hit player") + if self.hit_player or self.hit_mob or self.hit_object then + + for _,player in pairs( + minetest.get_objects_inside_radius(pos, 1.0)) do + + if self.hit_player and player:is_player() then + + self:hit_player(player) + + self.object:remove() ; -- print("hit player") + return end @@ -3432,9 +4229,22 @@ and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then - self.hit_mob(self, player) - - self.object:remove() ; --print ("hit mob") + self:hit_mob(player) + + self.object:remove() ; --print("hit mob") + + return + end + + if entity + and self.hit_object + and (not entity._cmi_is_mob) + and tostring(player) ~= self.owner_id + and entity.name ~= self.object:get_luaentity().name then + + self:hit_object(player) + + self.object:remove() ; -- print("hit object") return end @@ -3449,10 +4259,7 @@ -- compatibility function function mobs:explosion(pos, radius) - - local self = {sounds = {explode = "tnt_explode"}} - - mobs:boom(self, pos, radius) + mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius) end @@ -3463,7 +4270,7 @@ pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 - }) + }, true) entity_physics(pos, radius) @@ -3482,7 +4289,7 @@ radius = radius, damage_radius = radius, sound = self.sounds and self.sounds.explode, - explode_center = true, + explode_center = true }) else mobs:safe_boom(self, pos, radius) @@ -3500,7 +4307,7 @@ local grp = {spawn_egg = 1} -- do NOT add this egg to creative inventory (e.g. dungeon master) - if creative and no_creative == true then + if no_creative == true then grp.not_in_creative_inventory = 1 end @@ -3523,11 +4330,14 @@ local pos = pointed_thing.above - -- am I clicking on something with existing on_rightclick function? + -- does existing on_rightclick function exist? 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) + + return def.on_rightclick( + pointed_thing.under, under, placer, itemstack) end if pos @@ -3540,8 +4350,10 @@ pos.y = pos.y + 1 local data = itemstack:get_metadata() - local mob = minetest.add_entity(pos, mob, data) - local ent = mob:get_luaentity() + local smob = minetest.add_entity(pos, mob, data) + local ent = smob and smob:get_luaentity() + + if not ent then return end -- sanity check -- set owner if not a monster if ent.type ~= "monster" then @@ -3569,11 +4381,14 @@ local pos = pointed_thing.above - -- am I clicking on something with existing on_rightclick function? + -- does existing on_rightclick function exist? 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) + + return def.on_rightclick( + pointed_thing.under, under, placer, itemstack) end if pos @@ -3583,10 +4398,21 @@ return end + -- have we reached active mob limit + if active_limit > 0 and active_mobs >= active_limit then + minetest.chat_send_player(placer:get_player_name(), + S("Active Mob Limit Reached!") + .. " (" .. active_mobs + .. " / " .. active_limit .. ")") + return + end + pos.y = pos.y + 1 - local mob = minetest.add_entity(pos, mob) - local ent = mob:get_luaentity() + local smob = minetest.add_entity(pos, mob) + local ent = smob and smob:get_luaentity() + + if not ent then return end -- sanity check -- don't set owner if monster or sneak pressed if ent.type ~= "monster" @@ -3604,15 +4430,51 @@ return itemstack end, }) - +end + + +-- force capture a mob if space available in inventory, or drop as spawn egg +function mobs:force_capture(self, clicker) + + -- add special mob egg with all mob information + local new_stack = ItemStack(self.name .. "_set") + + local tmp, t = {} + + for _,stat in pairs(self) do + + t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + tmp[_] = self[_] + end + end + + local data_str = minetest.serialize(tmp) + + new_stack:set_metadata(data_str) + + local inv = clicker:get_inventory() + + if inv:room_for_item("main", new_stack) then + inv:add_item("main", new_stack) + else + minetest.add_item(clicker:get_pos(), new_stack) + end + + self:mob_sound("default_place_node_hard") + + remove_mob(self, true) end -- capture critter (thanks to blert2112 for idea) -function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, - force_take, replacewith) - - if self.child +function mobs:capture_mob(self, clicker, chance_hand, chance_net, + chance_lasso, force_take, replacewith) + + if not self --self.child or not clicker:is_player() or not clicker:get_inventory() then return false @@ -3637,21 +4499,20 @@ end -- is mob tamed? - if self.tamed == false - and force_take == false then + if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) - return true -- false - end - - -- cannot pick up if not owner - if self.owner ~= name - and force_take == false then + return false + end + + -- cannot pick up if not owner (unless player has protection_bypass priv) + if not minetest.check_player_privs(name, "protection_bypass") + and self.owner ~= name and force_take == false then minetest.chat_send_player(name, S("@1 is owner!", self.owner)) - return true -- false + return false end if clicker:get_inventory():room_for_item("main", mobname) then @@ -3681,7 +4542,7 @@ end -- calculate chance.. add to inventory if successful? - if chance > 0 and random(1, 100) <= chance then + if chance and chance > 0 and random(100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) @@ -3692,10 +4553,12 @@ new_stack = ItemStack(mobname .. "_set") - local tmp = {} + local tmp, t = {} for _,stat in pairs(self) do - local t = type(stat) + + t = type(stat) + if t ~= "function" and t ~= "nil" and t ~= "userdata" then @@ -3716,14 +4579,24 @@ minetest.add_item(clicker:get_pos(), new_stack) end - self.object:remove() - - mob_sound(self, "default_place_node_hard") - - elseif chance ~= 0 then + self:mob_sound("default_place_node_hard") + + remove_mob(self, true) + + return new_stack + + -- when chance above fails or set to 0, miss! + elseif chance and chance ~= 0 then + minetest.chat_send_player(name, S("Missed!")) - mob_sound(self, "mobs_swing") + self:mob_sound("mobs_swing") + + return false + + -- when chance is nil always return a miss (used for npc walk/follow) + elseif not chance then + return false end end @@ -3736,19 +4609,22 @@ local name = clicker:get_player_name() local tool = clicker:get_wielded_item() - - if tool:get_name() ~= "mobs:protector" then + local tool_name = tool:get_name() + + if tool_name ~= "mobs:protector" + and tool_name ~= "mobs:protector2" then return false end - if self.tamed == false then + if not self.tamed then minetest.chat_send_player(name, S("Not tamed!")) - return true -- false - end - - if self.protected == true then + return true + end + + if (self.protected and tool_name == "mobs:protector") + or (self.protected == 2 and tool_name == "mobs:protector2") then minetest.chat_send_player(name, S("Already protected!")) - return true -- false + return true end if not mobs.is_creative(clicker:get_player_name()) then @@ -3756,14 +4632,21 @@ clicker:set_wielded_item(tool) end - self.protected = true + -- set protection level + if tool_name == "mobs:protector" then + self.protected = true + else + self.protected = 2 ; self.fire_damage = 0 + end local pos = self.object:get_pos() + pos.y = pos.y + self.collisionbox[2] + 0.5 - effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) - - mob_sound(self, "mobs_spell") + effect(self.object:get_pos(), 25, "mobs_protect_particle.png", + 0.5, 4, 2, 15) + + self:mob_sound("mobs_spell") return true end @@ -3775,12 +4658,9 @@ -- 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 self.follow + and self:follow_holding(clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) then @@ -3799,39 +4679,41 @@ self.health = self.hp_max - if self.htimer < 1 then - - minetest.chat_send_player(clicker:get_player_name(), - S("@1 at full health (@2)", - self.name:split(":")[2], tostring(self.health))) - - self.htimer = 5 - end +-- if self.htimer < 1 then + +-- minetest.chat_send_player(clicker:get_player_name(), +-- S("@1 at full health (@2)", +-- self.name:split(":")[2], tostring(self.health))) + +-- self.htimer = 5 +-- end end self.object:set_hp(self.health) - - update_tag(self) -- make children grow quicker if self.child == true then - self.hornytimer = self.hornytimer + 20 - +-- self.hornytimer = self.hornytimer + 20 + -- deduct 10% of the time to adulthood + self.hornytimer = math.floor(self.hornytimer + ( + (CHILD_GROW_TIME - self.hornytimer) * 0.1)) +--print ("====", self.hornytimer) return true end -- feed and tame self.food = (self.food or 0) + 1 + self._breed_countdown = feed_count - self.food + if self.food >= feed_count then self.food = 0 + self._breed_countdown = nil if breed and self.hornytimer == 0 then self.horny = true end - - self.gotten = false if tame then @@ -3842,6 +4724,7 @@ end self.tamed = true + self.static_save = true if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() @@ -3849,33 +4732,54 @@ end -- make sound when fed so many times - mob_sound(self, self.sounds.random) - end + self:mob_sound(self.sounds.random) + end + + self:update_tag() return true end local item = clicker:get_wielded_item() + local name = clicker:get_player_name() -- if mob has been tamed you can name it with a nametag if item:get_name() == "mobs:nametag" - and clicker:get_player_name() == self.owner then - - local name = clicker:get_player_name() + and (name == self.owner + or minetest.check_player_privs(name, "protection_bypass")) then -- store mob and nametag stack in external variables mob_obj[name] = self mob_sta[name] = item local tag = self.nametag or "" - - minetest.show_formspec(name, "mobs_nametag", "size[8,4]" - .. default.gui_bg - .. default.gui_bg_img - .. "field[0.5,1;7.5,0;name;" - .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]" - .. "button_exit[2.5,3.5;3,1;mob_rename;" - .. minetest.formspec_escape(S("Rename")) .. "]") + local esc = minetest.formspec_escape + + minetest.show_formspec(name, "mobs_nametag", + "size[8,4]" .. + "field[0.5,1;7.5,0;name;" .. + esc(S("Enter name:")) .. + ";" .. tag .. "]" .. + "button_exit[2.5,3.5;3,1;mob_rename;" .. + esc(S("Rename")) .. "]") + + return true + end + + -- if mob follows items and user right clicks while holding sneak it shows info + if self.follow then + + if clicker:get_player_control().sneak then + + if type(self.follow) == "string" then + self.follow = {self.follow} + end + + minetest.chat_send_player(clicker:get_player_name(), + S("@1 follows:\n- @2", + self.name:split(":")[2], + table.concat(self.follow, "\n- "))) + end end return false @@ -3905,14 +4809,14 @@ end -- limit name entered to 64 characters long - if string.len(fields.name) > 64 then - fields.name = string.sub(fields.name, 1, 64) + if fields.name:len() > 64 then + fields.name = fields.name:sub(1, 64) end -- update nametag mob_obj[name].nametag = fields.name - update_tag(mob_obj[name]) + mob_obj[name]:update_tag() -- if not in creative then take item if not mobs.is_creative(name) then @@ -3932,21 +4836,31 @@ -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) + -- check old_name entity doesnt already exist + if minetest.registered_entities[old_name] then + return + end + -- spawn egg minetest.register_alias(old_name, new_name) -- entity minetest.register_entity(":" .. old_name, { - physical = false, - - on_activate = function(self) + physical = false, static_save = false, + + on_activate = function(self, staticdata) if minetest.registered_entities[new_name] then - minetest.add_entity(self.object:get_pos(), new_name) - end - - self.object:remove() + + minetest.add_entity(self.object:get_pos(), new_name, staticdata) + end + + remove_mob(self) + end, + + get_staticdata = function(self) + return self end }) end diff --git a/api.lua_testspawn b/api.lua_testspawn deleted file mode 100644 index 471df35..0000000 --- a/api.lua_testspawn +++ /dev/null @@ -1,3985 +0,0 @@ - --- Mobs Api - -mobs = {} -mobs.mod = "redo" -mobs.version = "20180623" - - --- Intllib -local MP = minetest.get_modpath(minetest.get_current_modname()) -local S, NS = dofile(MP .. "/intllib.lua") -mobs.intllib = S - - --- CMI support check -local use_cmi = minetest.global_exists("cmi") - - --- Invisibility mod check -mobs.invis = {} -if minetest.global_exists("invisibility") then - mobs.invis = invisibility -end - - --- creative check -local creative_mode_cache = minetest.settings:get_bool("creative_mode") -function mobs.is_creative(name) - return creative_mode_cache or minetest.check_player_privs(name, {creative = true}) -end - - --- localize math functions -local pi = math.pi -local square = math.sqrt -local sin = math.sin -local cos = math.cos -local abs = math.abs -local min = math.min -local max = math.max -local atann = math.atan -local random = math.random -local floor = math.floor -local atan = function(x) - if not x or x ~= x then - --error("atan bassed NaN") - return 0 - else - return atann(x) - end -end - - --- Load settings -local damage_enabled = minetest.settings:get_bool("enable_damage") -local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false -local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") -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 creative = minetest.settings:get_bool("creative_mode") -local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false -local remove_far = minetest.settings:get_bool("remove_far_mobs") ~= false -local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 -local show_health = minetest.settings:get_bool("mob_show_health") ~= false -local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) -local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1) - --- Peaceful mode message so players will know there are no monsters -if peaceful_only 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 - --- calculate aoc range for mob count -local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks")) -local abr = tonumber(minetest.settings:get("active_block_range")) -local aoc_range = max(aosrb, abr) * 16 - --- 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_fire = "fire:basic_flame" -local node_permanent_flame = "fire:permanent_flame" -local node_ice = "default:ice" -local node_snowblock = "default:snowblock" -local node_snow = "default:snow" -mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" - - --- play sound -local mob_sound = function(self, sound) - - if sound then - minetest.sound_play(sound, { - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance - }) - end -end - - --- attack player/mob -local do_attack = function(self, player) - - if self.state == "attack" then - return - end - - self.attack = player - self.state = "attack" - - if random(0, 100) < 90 then - mob_sound(self, self.sounds.war_cry) - end -end - - --- move mob in facing direction -local set_velocity = function(self, v) - - -- do not move if mob has been ordered to stay - if self.order == "stand" then - self.object:setvelocity({x = 0, y = 0, z = 0}) - return - end - - local yaw = (self.object:get_yaw() or 0) + self.rotate - - self.object:setvelocity({ - x = sin(yaw) * -v, - y = self.object:getvelocity().y, - z = cos(yaw) * v - }) -end - - --- calculate mob velocity -local get_velocity = function(self) - - local v = self.object:getvelocity() - - return (v.x * v.x + v.z * v.z) ^ 0.5 -end - - --- set and return valid yaw -local set_yaw = function(self, yaw, delay) - - if not yaw or yaw ~= yaw then - yaw = 0 - end - - delay = delay or 0 - - if delay == 0 then - self.object:set_yaw(yaw) - return yaw - end - - self.target_yaw = yaw - self.delay = delay - - return self.target_yaw -end - --- global function to set mob yaw -function mobs:yaw(self, yaw, delay) - set_yaw(self, yaw, delay) -end - - --- set defined animation -local set_animation = function(self, anim) - - if not self.animation - or not anim then return end - - self.animation.current = self.animation.current or "" - - if anim == self.animation.current - or not self.animation[anim .. "_start"] - or not self.animation[anim .. "_end"] then - return - end - - self.animation.current = anim - - self.object:set_animation({ - x = self.animation[anim .. "_start"], - y = self.animation[anim .. "_end"]}, - self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, - 0, self.animation[anim .. "_loop"] ~= false) -end - - --- above function exported for mount.lua -function mobs:set_animation(self, anim) - set_animation(self, anim) -end - - --- calculate distance -local get_distance = function(a, b) - - local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z - - return square(x * x + y * y + z * z) -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 = get_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 - or minetest.registered_nodes[nn].drawtype == "nodebox") 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 = get_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 - - --- are we flying in what we are suppose to? (taikedz) -local flight_check = function(self, pos_w) - - local def = minetest.registered_nodes[self.standing_in] - - if not def then return false end -- nil check - - if type(self.fly_in) == "string" - and self.standing_in == self.fly_in then - - return true - - elseif type(self.fly_in) == "table" then - - for _,fly_in in pairs(self.fly_in) do - - if self.standing_in == fly_in then - - return true - end - end - end - - -- stops mobs getting stuck inside stairs and plantlike nodes - if def.drawtype ~= "airlike" - and def.drawtype ~= "liquid" - and def.drawtype ~= "flowingliquid" then - return true - end - - return false -end - - --- custom particle effects -local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow) - - 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 - - minetest.add_particlespawner({ - amount = amount, - time = 0.25, - minpos = pos, - maxpos = pos, - minvel = {x = -radius, y = -radius, 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 - - --- update nametag colour -local update_tag = function(self) - - local col = "#00FF00" - local qua = self.hp_max / 4 - - if self.health <= floor(qua * 3) then - col = "#FFFF00" - end - - if self.health <= floor(qua * 2) then - col = "#FF6600" - end - - if self.health <= floor(qua) then - col = "#FF0000" - end - - self.object:set_properties({ - nametag = self.nametag, - nametag_color = col - }) - -end - - --- drop items -local item_drop = function(self, cooked) - - -- no drops if disabled by setting - if not mobs_drop_items then return end - - -- no drops for child mobs - if self.child 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 - - if random(1, self.drops[n].chance) == 1 then - - num = random(self.drops[n].min or 1, self.drops[n].max or 1) - item = self.drops[n].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 - obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) - - if obj and obj:get_luaentity() then - - obj:setvelocity({ - x = random(-10, 10) / 9, - y = 6, - z = 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) - - -- has health actually changed? - if self.health == self.old_health and self.health > 0 then - return - end - - self.old_health = self.health - - -- still got some health? play hurt sound - if self.health > 0 then - - mob_sound(self, self.sounds.damage) - - -- make sure health isn't higher than max - if self.health > self.hp_max then - self.health = self.hp_max - 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 - - -- dropped cooked item if mob died in lava - if cause == "lava" then - item_drop(self, true) - else - item_drop(self, nil) - end - - mob_sound(self, self.sounds.death) - - local pos = self.object:get_pos() - - -- execute custom death function - if self.on_die then - - self.on_die(self, pos) - - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - self.object:remove() - - return true - end - - -- default death function and die animation (if defined) - if 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 - local length = max(frames / speed, 0) - - self.attack = nil - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.passive = true - self.state = "die" - set_velocity(self, 0) - set_animation(self, "die") - - minetest.after(length, function(self) - - if use_cmi and self.object:get_luaentity() then - cmi.notify_die(self.object, cmi_cause) - end - - self.object:remove() - end, self) - else - - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - self.object:remove() - end - - effect(pos, 20, "tnt_smoke.png") - - return true -end - - --- check if within physical map limits (-30911 to 30927) -local within_limits = function(pos, radius) - - if (pos.x - radius) > -30913 - and (pos.x + radius) < 30928 - and (pos.y - radius) > -30913 - and (pos.y + radius) < 30928 - and (pos.z - radius) > -30913 - and (pos.z + radius) < 30928 then - return true -- within limits - end - - return false -- beyond limits -end - - --- is mob facing a cliff -local is_at_cliff = function(self) - - if self.fear_height == 0 then -- 0 for no falling protection! - return false - end - - local yaw = self.object:get_yaw() - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) - local pos = self.object:get_pos() - local ypos = pos.y + self.collisionbox[2] -- just above floor - - if 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} - , 1) then - - return true - end - - return false -end - - --- get node but use fallback for nil or unknown -local node_ok = function(pos, fallback) - - fallback = fallback or 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 - - --- environmental damage (water, lava, fire, light etc.) -local do_env_damage = function(self) - - -- feed/tame text timer (so mob 'full' messages dont spam chat) - if self.htimer > 0 then - self.htimer = self.htimer - 1 - end - - -- reset nametag after showing health stats - if self.htimer < 1 and self.nametag2 then - - self.nametag = self.nametag2 - self.nametag2 = nil - - update_tag(self) - end - - local pos = self.object:get_pos() - - self.time_of_day = minetest.get_timeofday() - - -- remove mob if beyond map limits - if not within_limits(pos, 0) then - self.object:remove() - return - end - - -- bright light harms mob - if self.light_damage ~= 0 --- and pos.y > 0 --- and self.time_of_day > 0.2 --- and self.time_of_day < 0.8 - and (minetest.get_node_light(pos) or 0) > 12 then - - self.health = self.health - self.light_damage - - effect(pos, 5, "tnt_smoke.png") - - if check_for_death(self, "light", {type = "light"}) then return end - end ---[[ - local y_level = self.collisionbox[2] - - if self.child then - y_level = self.collisionbox[2] * 0.5 - end - - -- what is mob standing in? - pos.y = pos.y + y_level + 0.25 -- foot level - self.standing_in = node_ok(pos, "air").name --- print ("standing in " .. self.standing_in) -]] - -- don't fall when on ignore, just stand still - if self.standing_in == "ignore" then - self.object:setvelocity({x = 0, y = 0, z = 0}) - end - - local nodef = minetest.registered_nodes[self.standing_in] - - pos.y = pos.y + 1 -- for particle effect position - - -- water - if self.water_damage - and nodef.groups.water then - - if self.water_damage ~= 0 then - - self.health = self.health - self.water_damage - - effect(pos, 5, "bubble.png", nil, nil, 1, nil) - - if check_for_death(self, "water", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end - - -- lava or fire - elseif self.lava_damage - and (nodef.groups.lava - or self.standing_in == node_fire - or self.standing_in == node_permanent_flame) then - - if self.lava_damage ~= 0 then - - self.health = self.health - self.lava_damage - - effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) - - if check_for_death(self, "lava", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end - - -- damage_per_second node check - elseif nodef.damage_per_second ~= 0 then - - self.health = self.health - nodef.damage_per_second - - effect(pos, 5, "tnt_smoke.png") - - if check_for_death(self, "dps", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end ---[[ - --- suffocation inside solid node - if self.suffocation ~= 0 - and nodef.walkable == true - and nodef.groups.disable_suffocation ~= 1 - and nodef.drawtype == "normal" then - - self.health = self.health - self.suffocation - - if check_for_death(self, "suffocation", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end -]] - check_for_death(self, "", {type = "unknown"}) -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 - or self.order == "stand" then - return false - end - - self.facing_fence = false - - -- something stopping us while moving? - if self.state ~= "stand" - and get_velocity(self) > 0.5 - and self.object:getvelocity().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) - ---print ("standing on:", nod.name, pos.y) - - if minetest.registered_nodes[nod.name].walkable == false then - return false - end - - -- where is front - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) - - -- what is in front of mob? - local nod = node_ok({ - x = pos.x + dir_x, - y = pos.y + 0.5, - z = pos.z + dir_z - }) - - -- thin blocks that do not need to be jumped - if nod.name == node_snow then - return false - end - ---print ("in front:", nod.name, pos.y + 0.5) - - if self.walk_chance == 0 - or minetest.registered_items[nod.name].walkable then - - if not nod.name:find("fence") - and not nod.name:find("gate") then - - local v = self.object:getvelocity() - - v.y = self.jump_height - - set_animation(self, "jump") -- only when defined - - self.object:setvelocity(v) - - -- when in air move forward - minetest.after(0.3, function(self, v) - - if self.object:get_luaentity() then - - self.object:set_acceleration({ - x = v.x * 2,--1.5, - y = 0, - z = v.z * 2,--1.5 - }) - end - end, self, v) - - if get_velocity(self) > 0 then - mob_sound(self, self.sounds.jump) - end - else - self.facing_fence = true - end - - return true - end - - return false -end - - --- blast damage to entities nearby (modified from TNT mod) -local entity_physics = function(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 = get_distance(pos, obj_pos) - if dist < 1 then dist = 1 end - - local damage = 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 - - --- should mob follow what I'm holding ? -local follow_holding = function(self, clicker) - - if 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) - - -- child takes 240 seconds before growing into adult - if self.child == true then - - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer > 240 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:setvelocity({ - x = 0, - y = self.jump_height, - z = 0 - }) - end - end - - return - end - - -- horny animal can mate for 40 seconds, - -- afterwards horny animal cannot mate again for 200 seconds - if self.horny == true - and self.hornytimer < 240 then - - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer >= 240 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 <= 40 then - - local pos = self.object:get_pos() - - 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 ent - and canmate == true - and ent.horny == true - and ent.hornytimer <= 40 then - num = num + 1 - end - - -- found your mate? then have a baby - if num > 1 then - - self.hornytimer = 41 - ent.hornytimer = 41 - - -- spawn baby - minetest.after(5, function(self, ent) - - if not self.object:get_luaentity() then - return - end - - -- custom breed function - if self.on_breed then - - -- when false skip going any further - if self.on_breed(self, ent) == false then - return - end - else - effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) - end - - local mob = minetest.add_entity(pos, self.name) - local ent2 = mob:get_luaentity() - local textures = self.base_texture - - -- using specific child texture (if found) - if self.child_texture then - textures = self.child_texture[1] - end - - -- and resize to half height - mob:set_properties({ - textures = textures, - visual_size = { - x = self.base_size.x * .5, - y = self.base_size.y * .5, - }, - collisionbox = { - 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, - }, - selectionbox = { - 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, - }, - }) - -- tamed and owned by parents' owner - ent2.child = true - ent2.tamed = true - ent2.owner = self.owner - end, self, ent) - - 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 mobs_griefing - or not self.replace_rate - or not self.replace_what - or self.child == true - or self.object:getvelocity().y ~= 0 - or random(1, self.replace_rate) > 1 then - return - end - - local what, with, y_offset - - if type(self.replace_what[1]) == "table" then - - local num = 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 - - if #minetest.find_nodes_in_area(pos, pos, what) > 0 then - --- print ("replace node = ".. minetest.get_node(pos).name, pos.y) - - local oldnode = {name = what} - local newnode = {name = with} - 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 - - minetest.set_node(pos, {name = with}) - - -- when cow/sheep eats grass, replace wool and milk - if self.gotten == true then - self.gotten = false - self.object:set_properties(self) - 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 abs(s1.x - s.x) + 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 self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - 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 self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - 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 self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - 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 = floor(s.x + 0.5) --- s.y = floor(s.y + 0.5) - sheight - s.z = 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 = floor(p1.x + 0.5) - p1.y = floor(p1.y + 0.5) - p1.z = floor(p1.z + 0.5) - - local dropheight = 6 - if self.fear_height ~= 0 then dropheight = self.fear_height end - - self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "Dijkstra") ---[[ - -- show path using particles - if self.path.way and #self.path.way > 0 then - print ("-- path length:" .. tonumber(#self.path.way)) - for _,pos in pairs(self.path.way) do - minetest.add_particle({ - pos = pos, - velocity = {x=0, y=0, z=0}, - acceleration = {x=0, y=0, z=0}, - expirationtime = 1, - size = 4, - collisiondetection = false, - vertical = false, - texture = "heart.png", - }) - end - end -]] - - 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:setpos({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() + pi / 2 - local p1 = { - x = s.x + cos(yaw1), - y = s.y, - z = s.z + 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 second - self.path.stuck_timer = stuck_timeout - 2 - - -- frustration! cant find the damn path :( - mob_sound(self, self.sounds.random) - else - -- yay i found path - mob_sound(self, self.sounds.war_cry) - set_velocity(self, 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 - - --- monster find someone to attack -local monster_attack = function(self) - - if self.type ~= "monster" - or not damage_enabled - or creative - 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() ] 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 = get_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 - - --- 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, dist - 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 - - dist = get_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 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() 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 = get_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 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, 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.state ~= "runaway" then - - local s = self.object:get_pos() - local players = minetest.get_connected_players() - - for n = 1, #players do - - if get_distance(players[n]:get_pos(), s) < self.view_range - 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.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 - if self.following - and self.following:is_player() - and follow_holding(self, self.following) == false 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 = get_distance(p, s) - - -- dont follow if out of range - if dist > self.view_range then - self.following = nil - else - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw, 6) - - -- anyone but standing npc's can move along - if dist > self.reach - and self.order ~= "stand" then - - set_velocity(self, self.walk_velocity) - - if self.walk_chance ~= 0 then - set_animation(self, "walk") - 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:setvelocity({x = 0, y = -5, z = 0}) - - set_animation(self, "stand") - - return - elseif self.state == "flop" then - self.state = "stand" - 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 - - --- execute current state (stand, walk, run, attacks) -local do_states = function(self, dtime) - - local yaw = self.object:get_yaw() or 0 - - if self.state == "stand" then - - if random(1, 4) == 1 then - - local lp = nil - local s = self.object:get_pos() - local objs = minetest.get_objects_inside_radius(s, 3) - - 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 then - - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - else - yaw = yaw + random(-0.5, 0.5) - end - - yaw = set_yaw(self, yaw, 8) - end - - set_velocity(self, 0) - set_animation(self, "stand") - - -- npc's ordered to stand stay standing - if self.type ~= "npc" - or self.order ~= "stand" then - - if self.walk_chance ~= 0 - and self.facing_fence ~= true - and random(1, 100) <= self.walk_chance - and is_at_cliff(self) == false then - - set_velocity(self, self.walk_velocity) - self.state = "walk" - set_animation(self, "walk") - - --[[ fly up/down randomly for flying mobs - if self.fly and random(1, 100) <= self.walk_chance then - - local v = self.object:getvelocity() - local ud = random(-1, 2) / 9 - - self.object:setvelocity({x = v.x, y = ud, z = v.z}) - end--]] - end - end - - 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 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"}) - end - - if lp then - - -- if mob in water or lava then look for land - if (self.lava_damage - and minetest.registered_nodes[self.standing_in].groups.lava) - or (self.water_damage - and minetest.registered_nodes[self.standing_in].groups.water) then - - lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone", - "group:sand", node_ice, node_snowblock}) - - -- 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) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - - -- look towards land and jump/move in that direction - yaw = set_yaw(self, yaw, 6) - do_jump(self) - set_velocity(self, self.walk_velocity) - else - yaw = yaw + random(-0.5, 0.5) - end - - else - - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - end - - yaw = set_yaw(self, yaw, 8) - - -- otherwise randomly turn - elseif random(1, 100) <= 30 then - - yaw = yaw + random(-0.5, 0.5) - - yaw = set_yaw(self, yaw, 8) - end - - -- stand for great fall in front - local temp_is_cliff = is_at_cliff(self) - - if self.facing_fence == true - or temp_is_cliff - or random(1, 100) <= 30 then - - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") - else - set_velocity(self, self.walk_velocity) - - if flight_check(self) - and self.animation - and self.animation.fly_start - and self.animation.fly_end then - set_animation(self, "fly") - else - set_animation(self, "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(self) then - self.runaway_timer = 0 - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") - else - set_velocity(self, self.run_velocity) - set_animation(self, "walk") - end - - -- attack routines (explode, dogfight, shoot, dogshoot) - elseif self.state == "attack" then - - -- calculate distance from mob and enemy - local s = self.object:get_pos() - local p = self.attack:get_pos() or s - local dist = get_distance(p, s) - - -- stop attacking if player invisible or out of range - if dist > self.view_range - or not self.attack - or not self.attack:get_pos() - or self.attack:get_hp() <= 0 - or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then - --- print(" ** stop attacking **", dist, self.view_range) - self.state = "stand" - set_velocity(self, 0) - set_animation(self, "stand") - self.attack = nil - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.path.way = nil - - return - end - - if self.attack_type == "explode" then - - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) - - 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 - mob_sound(self, self.sounds.fuse) --- print ("=== explosion timer started", self.explosion_timer) - - -- stop timer if out of reach or direct line of sight - elseif self.allow_fuse_reset - and self.v_start - and (dist > self.reach - or not line_of_sight(self, s, p, 2)) then - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.blinkstatus = false - self.object:settexturemod("") - end - - -- walk right up to player unless the timer is active - if self.v_start and (self.stop_to_explode or dist < 1.5) then - set_velocity(self, 0) - else - set_velocity(self, self.run_velocity) - end - - if self.animation and self.animation.run_start then - set_animation(self, "run") - else - set_animation(self, "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.object:settexturemod("") - else - self.object:settexturemod("^[brighten") - end - - self.blinkstatus = not self.blinkstatus - end - --- print ("=== explosion timer", self.timer) - - if self.timer > self.explosion_timer then - - local pos = self.object:get_pos() - - -- dont damage anything if area protected or next to water - if minetest.find_node_near(pos, 1, {"group:water"}) - or minetest.is_protected(pos, "") then - - node_break_radius = 1 - end - - self.object:remove() - - if minetest.get_modpath("tnt") and tnt and tnt.boom - and not minetest.is_protected(pos, "") then - - tnt.boom(pos, { - radius = node_break_radius, - damage_radius = entity_damage_radius, - sound = self.sounds.explode, - }) - else - - minetest.sound_play(self.sounds.explode, { - pos = pos, - gain = 1.0, - max_hear_distance = self.sounds.distance or 32 - }) - - entity_physics(pos, entity_damage_radius) - effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) - end - - return - end - end - - elseif self.attack_type == "dogfight" - or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) - 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 = floor(p1.y) - local p2 = p - local p_y = floor(p2.y + 1) - local v = self.object:getvelocity() - - if flight_check(self, s) then - - if me_y < p_y then - - self.object:setvelocity({ - x = v.x, - y = 1 * self.walk_velocity, - z = v.z - }) - - elseif me_y > p_y then - - self.object:setvelocity({ - x = v.x, - y = -1 * self.walk_velocity, - z = v.z - }) - end - else - if me_y < p_y then - - self.object:setvelocity({ - x = v.x, - y = 0.01, - z = v.z - }) - - elseif me_y > p_y then - - self.object:setvelocity({ - 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 abs(p1.x-s.x) + 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) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) - - -- 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(self) then - - set_velocity(self, 0) - set_animation(self, "stand") - else - - if self.path.stuck then - set_velocity(self, self.walk_velocity) - else - set_velocity(self, self.run_velocity) - end - - if self.animation and self.animation.run_start then - set_animation(self, "run") - else - set_animation(self, "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 - - set_velocity(self, 0) - - if not self.custom_attack then - - if self.timer > 1 then - - self.timer = 0 - - if self.double_melee_attack - and random(1, 2) == 1 then - set_animation(self, "punch2") - else - set_animation(self, "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 - mob_sound(self, self.sounds.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 and dogswitch(self) == 0) then - - p.y = p.y - .5 - s.y = s.y + .5 - - local dist = get_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) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) - - set_velocity(self, 0) - - if self.shoot_interval - and self.timer > self.shoot_interval - and random(1, 100) <= 60 then - - self.timer = 0 - set_animation(self, "shoot") - - -- play shoot attack sound - mob_sound(self, self.sounds.shoot_attack) - - local p = self.object:get_pos() - - p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 - - if minetest.registered_entities[self.arrow] then - - local obj = minetest.add_entity(p, self.arrow) - local ent = obj:get_luaentity() - local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 - local v = ent.velocity or 1 -- or set to default - - ent.switch = 1 - ent.owner_id = tostring(self.object) -- add unique owner id to arrow - - -- 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) - - obj:setvelocity(vec) - end - end - end - end -end - - --- falling and fall damage -local falling = function(self, pos) - - if self.fly then - return - end - - -- floating in water (or falling) - local v = self.object:getvelocity() - - if v.y > 0 then - - -- apply gravity when moving up - self.object:setacceleration({ - x = 0, - y = -10, - z = 0 - }) - - elseif v.y <= 0 and v.y > self.fall_speed then - - -- fall downwards at set speed - self.object:setacceleration({ - x = 0, - y = self.fall_speed, - z = 0 - }) - else - -- stop accelerating once max fall speed hit - self.object:setacceleration({x = 0, y = 0, z = 0}) - end - - -- in water then float up - if minetest.registered_nodes[self.standing_in].groups.water then - - if self.floats == 1 then - - self.object:setacceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2 - z = 0 - }) - end - else - - -- fall damage onto solid ground - if self.fall_damage == 1 - and self.object:getvelocity().y == 0 then - - local d = (self.old_y or 0) - self.object:get_pos().y - - if d > 5 then - - self.health = self.health - floor(d - 5) - - effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) - - if check_for_death(self, "fall", {type = "fall"}) then - return - end - end - - self.old_y = self.object:get_pos().y - 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 - - -- mob health check --- if self.health <= 0 then --- return --- 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 - - -- is mob protected? - if self.protected and hitter:is_player() - and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then - minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) - return - end - - - -- weapon wear - local weapon = hitter:get_wielded_item() - local punch_interval = 1.4 - - -- 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 - - if use_cmi then - damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) - else - - 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 - 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 - - -- if "all" then no tool does damage unless it's specified in list - elseif self.immune_to[n][1] == "all" then - damage = self.immune_to[n][2] or 0 - end - end - - -- healing - if damage <= -1 then - self.health = self.health - floor(damage) - return - end - --- print ("Mob Damage is", damage) - - if use_cmi then - - local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) - - if cancel then return end - end - - -- add weapon wear - if tool_capabilities then - punch_interval = tool_capabilities.full_punch_interval or 1.4 - end - - if weapon:get_definition() - and weapon:get_definition().tool_capabilities then - - weapon:add_wear(floor((punch_interval / 75) * 9000)) - hitter:set_wielded_item(weapon) - end - - -- only play hit sound and show blood effects if damage is 1 or over - if damage >= 1 then - - -- weapon sounds - if weapon:get_definition().sounds ~= nil then - - local s = random(0, #weapon:get_definition().sounds) - - minetest.sound_play(weapon:get_definition().sounds[s], { - object = self.object, --hitter, - max_hear_distance = 8 - }) - else - minetest.sound_play("default_punch", { - object = self.object, --hitter, - max_hear_distance = 5 - }) - end - - -- blood_particles - if self.blood_amount > 0 - and not disable_blood then - - local pos = self.object:get_pos() - - pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 - - -- do we have a single blood texture or multiple? - if type(self.blood_texture) == "table" then - - local blood = self.blood_texture[random(1, #self.blood_texture)] - - effect(pos, self.blood_amount, blood, nil, nil, 1, nil) - else - effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) - end - end - - -- do damage - self.health = self.health - floor(damage) - - -- exit here if dead, special item check - if weapon:get_name() == "mobs:pick_lava" then - if check_for_death(self, "lava", {type = "punch", - puncher = hitter}) then - return - end - else - if check_for_death(self, "hit", {type = "punch", - puncher = hitter}) then - return - end - end - - --[[ add healthy afterglow when hit (can cause hit lag with larger textures) - minetest.after(0.1, function() - - if not self.object:get_luaentity() then return end - - self.object:settexturemod("^[colorize:#c9900070") - - core.after(0.3, function() - self.object:settexturemod("") - end) - end) ]] - - -- knock back effect (only on full punch) - if self.knock_back - and tflp >= punch_interval then - - local v = self.object:getvelocity() - local r = 1.4 - min(punch_interval, 1.4) - local kb = r * 5 - local up = 2 - - -- if already in air then dont go up anymore when hit - if v.y > 0 - or self.fly then - up = 0 - end - - -- direction error check - dir = dir or {x = 0, y = 0, z = 0} - - -- 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 - - self.object:setvelocity({ - x = dir.x * kb, - y = up, - z = dir.z * kb - }) - - self.pause_timer = 0.25 - end - end -- END if damage - - -- if skittish then run away - if self.runaway == true then - - local lp = hitter:get_pos() - local s = self.object: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 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, yaw, 6) - 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 - and hitter:get_player_name() ~= self.owner - and not mobs.invis[ name ] then - - -- attack whoever punched mob - self.state = "" - do_attack(self, hitter) - - -- 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 - if obj.group_attack == true - and obj.state ~= "attack" - and obj.owner ~= name - and obj.name == self.name then - do_attack(obj, hitter) - 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 - - --- get entity staticdata -local mob_staticdata = function(self) - - -- remove mob when out of range unless tamed - if remove_far - and self.remove_ok - and self.type ~= "npc" - and self.state ~= "attack" - and not self.tamed - and self.lifetimer < 20000 then - - --print ("REMOVED " .. self.name) - - self.object:remove() - - return ""-- nil - end - - self.remove_ok = true - self.attack = nil - self.following = nil - self.state = "stand" - - -- used to rotate older mobs - if self.drawtype - and self.drawtype == "side" then - self.rotate = math.rad(90) - end - - if use_cmi then - self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) - end - - local tmp = {} - - for _,stat in pairs(self) do - - local t = type(stat) - - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" - and _ ~= "_cmi_components" then - tmp[_] = self[_] - end - end - - --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') - return minetest.serialize(tmp) -end - - --- activate mob and reload settings -local mob_activate = function(self, staticdata, def, dtime) - - -- remove monsters in peaceful mode - if self.type == "monster" - and peaceful_only then - - 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 - - self.base_texture = def.textures[random(1, #def.textures)] - self.base_mesh = def.mesh - self.base_size = self.visual_size - self.base_colbox = self.collisionbox - self.base_selbox = self.selectionbox - end - - -- for current mobs that dont have this set - if not self.base_selbox then - self.base_selbox = self.selectionbox or self.base_colbox - end - - -- set texture, model and size - local textures = self.base_texture - local mesh = self.base_mesh - local vis_size = self.base_size - local colbox = self.base_colbox - local selbox = self.base_selbox - - -- specific texture if gotten - if self.gotten == true - and def.gotten_texture then - textures = def.gotten_texture - end - - -- specific mesh if gotten - if self.gotten == true - and def.gotten_mesh then - mesh = def.gotten_mesh - end - - -- set 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 = random (self.hp_min, self.hp_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 - - -- mob defaults - self.object:set_armor_groups({immortal = 1, fleshy = self.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 = "air" - - -- check existing nametag - if not self.nametag then - self.nametag = def.nametag - end - - -- set anything changed above - self.object:set_properties(self) - set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6) - update_tag(self) - set_animation(self, "stand") - - -- run on_spawn function if found - if self.on_spawn and not self.on_spawn_run then - if self.on_spawn(self) then - self.on_spawn_run = true -- if true, set flag to run once only - end - end - - -- run after_activate - if def.after_activate then - def.after_activate(self, staticdata, def, dtime) - end - - if use_cmi then - self._cmi_components = cmi.activate_components(self.serialized_cmi_components) - cmi.notify_activate(self.object, dtime) - end -end - - --- main mob function -local mob_step = function(self, dtime) - - if use_cmi then - cmi.notify_step(self.object, dtime) - end - - local pos = self.object:get_pos() - local yaw = 0 - - -- when lifetimer expires remove mob (except npc and tamed) - if self.type ~= "npc" - and not self.tamed - and self.state ~= "attack" - and remove_far ~= true - and self.lifetimer < 20000 then - - self.lifetimer = self.lifetimer - dtime - - if self.lifetimer <= 0 then - - -- only despawn away from player - local objs = minetest.get_objects_inside_radius(pos, 15) - - for n = 1, #objs do - - if objs[n]:is_player() then - - self.lifetimer = 20 - - return - end - end - --- minetest.log("action", --- S("lifetimer expired, removed @1", self.name)) - - effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) - - self.object:remove() - - return - end - end - - -- get node at foot level every quarter second - self.node_timer = (self.node_timer or 0) + dtime - - if self.node_timer > 0.25 then - - self.node_timer = 0 - - local y_level = self.collisionbox[2] - - if self.child then - y_level = self.collisionbox[2] * 0.5 - end - - -- what is mob standing in? - self.standing_in = node_ok({ - x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name --- print ("standing in " .. self.standing_in) - end - - -- check if falling, flying, floating - falling(self, pos) - - -- smooth rotation by ThomasMonroe314 - - if self.delay and self.delay > 0 then - - local yaw = self.object:get_yaw() - - if self.delay == 1 then - yaw = self.target_yaw - else - local dif = abs(yaw - self.target_yaw) - - if yaw > self.target_yaw then - - if dif > pi then - dif = 2 * 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 > pi then - dif = 2 * pi - dif - yaw = yaw - dif / self.delay -- need to subtract - else - yaw = yaw + dif / self.delay -- need to add - end - end - - if yaw > (pi * 2) then yaw = yaw - (pi * 2) end - if yaw < 0 then yaw = yaw + (pi * 2) end - end - - self.delay = self.delay - 1 - self.object:set_yaw(yaw) - end - - -- end rotation - - -- knockback timer - if self.pause_timer > 0 then - - self.pause_timer = self.pause_timer - dtime - - return - 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 - - -- attack timer - self.timer = self.timer + dtime - - if self.state ~= "attack" 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 random(1, 100) == 1 then - mob_sound(self, self.sounds.random) - 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.env_damage_timer = 0 - - -- check for environmental damage (water, fire, lava etc.) - do_env_damage(self) - - -- node replace check (cow eats grass etc.) - replace(self, pos) - end - - monster_attack(self) - - npc_attack(self) - - breed(self) - - follow_flop(self) - - do_states(self, dtime) - - do_jump(self) - - runaway_from(self) - -end - - --- default function when mobs are blown up with TNT -local do_tnt = function(obj, damage) - - --print ("----- Damage", damage) - - obj.object:punch(obj.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, nil) - - return false, true, {} -end - - -mobs.spawning_mobs = {} - --- register mob entity -function mobs:register_mob(name, def) - - mobs.spawning_mobs[name] = true - -minetest.register_entity(name, { - - stepheight = def.stepheight or 1.1, -- was 0.6 - name = name, - type = def.type, - attack_type = def.attack_type, - fly = def.fly, - fly_in = def.fly_in or "air", - owner = def.owner or "", - order = def.order or "", - on_die = def.on_die, - do_custom = def.do_custom, - jump_height = def.jump_height or 4, -- was 6 - drawtype = def.drawtype, -- DEPRECATED, use rotate instead - rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 - lifetimer = def.lifetimer or 180, -- 3 minutes - hp_min = max(1, (def.hp_min or 5) * difficulty), - hp_max = max(1, (def.hp_max or 10) * difficulty), - physical = true, - collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, - 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 5, - walk_velocity = def.walk_velocity or 1, - run_velocity = def.run_velocity or 2, - damage = max(0, (def.damage or 0) * difficulty), - light_damage = def.light_damage or 0, - water_damage = def.water_damage or 0, - lava_damage = def.lava_damage or 0, - suffocation = def.suffocation or 2, - fall_damage = def.fall_damage or 1, - fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10) - drops = def.drops or {}, - armor = def.armor or 100, - on_rightclick = def.on_rightclick, - arrow = def.arrow, - shoot_interval = def.shoot_interval, - sounds = def.sounds or {}, - animation = def.animation, - follow = def.follow, - jump = def.jump ~= false, - 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, - blood_amount = def.blood_amount or 5, - blood_texture = def.blood_texture or "mobs_blood.png", - shoot_offset = def.shoot_offset or 0, - floats = def.floats or 1, -- floats in water by default - 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, -- only used when state = "attack" - tamed = false, - pause_timer = 0, - horny = false, - hornytimer = 0, - child = false, - gotten = false, - health = 0, - 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, - explosion_damage_radius = def.explosion_damage_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, - specific_attack = def.specific_attack, - runaway_from = def.runaway_from, - owner_loyal = def.owner_loyal, - facing_fence = false, - _cmi_is_mob = true, - - 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_activate = function(self, staticdata, dtime) - return mob_activate(self, staticdata, def, dtime) - end, - - get_staticdata = function(self) - return mob_staticdata(self) - end, - -}) - -end -- END mobs:register_mob function - - --- count how many mobs of one type are inside an area -local count_mobs = function(pos, type) - - local num_type = 0 - local num_total = 0 - local objs = minetest.get_objects_inside_radius(pos, aoc_range) - - for n = 1, #objs do - - if not objs[n]:is_player() then - - local obj = objs[n]:get_luaentity() - - -- count mob type and add to total also - if obj and obj.name and obj.name == type then - - num_type = num_type + 1 - num_total = num_total + 1 - - -- add to total mobs - elseif obj and obj.name and obj.health ~= nil then - - num_total = num_total + 1 - end - end - end - - return num_type, num_total -end - - --- global functions - -function mobs:spawn_abm_check(pos, node, name) - -- global function to add additional spawn checks - -- return true to stop spawning mob -end - - -local function player_near(pos, radius) - - local objs = minetest.get_objects_inside_radius(pos, radius) - - for n = 1, #objs do - - if objs[n]:is_player() then - return true - end - end - - return false -end - - -local function daycheck(day_toggle) - - if day_toggle ~= nil then - - local tod = (minetest.get_timeofday() or 0) * 24000 - - if tod > 4500 and tod < 19500 then - - if day_toggle == false then - return false -- mob requires night - end - else - if day_toggle == true then - return false -- mob requires day - end - end - end - - return true -- mob doesn't care -end - - -local function is_protected(pos) - - if not spawn_protected - and minetest.is_protected(pos, "") then - return true -- protected area - end - - return false -- mobs can spawn -end - - -local interval = 30 -local timer = 0 -local spawning_mobs = {} - -minetest.register_globalstep(function(dtime) - - if not mobs_spawn then - return - end - - timer = timer + dtime - if timer < interval then - return - end - timer = 0 - - for _,player in ipairs(minetest.get_connected_players()) do - - if player:get_hp() > 0 then - - local pos = player:getpos() - local area, pos2, light, obj, base - - for _,mob in ipairs(spawning_mobs) do - - area = nil - - if minetest.registered_entities[mob.name] - and random(1, mob.chance) == 1 then - - area = minetest.find_nodes_in_area_under_air( - {x = pos.x - 20, y = pos.y - 20, z = pos.z - 20}, - {x = pos.x + 20, y = pos.y + 20, z = pos.z + 20}, - mob.nodes) - end - - if area and #area > 0 then - - pos2 = area[math.random(1, #area)] - base = minetest.registered_entities[mob.name].collisionbox[5] - pos2.y = pos2.y + 1 + base - - light = minetest.get_node_light(pos2) or -1 - - if pos2.y >= mob.min_height - and pos2.y <= mob.max_height - and light >= mob.min_light - and light <= mob.max_light - and daycheck(mob.day_toggle) - and minetest.find_node_near(pos2, 1, mob.neighbors) - and count_mobs(pos2, mob.name) < mob.total - and not player_near(pos2, 10) - and not is_protected(pos2) then - -print ("--- Spawned ", mob.name, minetest.pos_to_string(pos2), mob.chance) - - obj = minetest.add_entity(pos2, mob.name) - - if mob.on_spawn then - mob.on_spawn(obj:get_luaentity(), pos2) - end - else -print ("--- Cannot spawn ", mob.name) - end - end - end - end - end -end) - - -function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, - interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) - - -- chance/spawn number override in minetest.conf for registered mob - local numbers = minetest.settings:get(name) - - if numbers then - numbers = numbers:split(",") - chance = tonumber(numbers[1]) or chance - aoc = tonumber(numbers[2]) or aoc - - if chance == 0 then - minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) - return - end - - minetest.log("action", - string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) - end - - -- change old chance values to be more useable by new spawn routine - if chance > 999 then - chance = max(1, chance / 1000) - end - - -- adjust for mob chance multiplier - chance = max(1, chance * mob_chance_multiplier) - - -- add mob to table for spawning with routine above - table.insert(spawning_mobs, { - name = name, - nodes = nodes, - neighbors = neighbors, - chance = chance, - min_height = min_height, - max_height = max_height, - min_light = min_light, - max_light = max_light, - total = aoc, - day_toggle = day_toggle, - on_spawn = on_spawn, - }) -end - - --- compatibility with older mob registration -function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) - - mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, - chance, active_object_count, -31000, max_height, day_toggle) -end - - --- MarkBu's spawn function -function mobs:spawn(def) - - mobs:spawn_specific( - def.name, - def.nodes or {"group:soil", "group:stone"}, - def.neighbors or {"air"}, - def.min_light or 0, - def.max_light or 15, - def.interval or 30, - def.chance or 5000, - def.active_object_count or 1, - def.min_height or -31000, - def.max_height or 31000, - def.day_toggle, - def.on_spawn - ) -end - - --- register arrow for shoot attack -function 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, - 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, - automatic_face_movement_dir = def.rotate - and (def.rotate - (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 - - self.object:remove() ; -- print ("removed arrow") - - 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() ; -- print ("hit node") - - return - end - end - - if self.hit_player or self.hit_mob then - - for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do - - if self.hit_player - and player:is_player() then - - self.hit_player(self, player) - self.object:remove() ; -- print ("hit player") - return - end - - local entity = player:get_luaentity() - - if entity - and self.hit_mob - and entity._cmi_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() ; --print ("hit mob") - - return - end - end - end - - self.lastpos = pos - end - }) -end - - --- compatibility function -function mobs:explosion(pos, radius) - local self = {sounds = {}} - self.sounds.explode = "tnt_explode" - mobs:boom(self, pos, radius) -end - - --- no damage to nodes explosion -function mobs:safe_boom(self, pos, radius) - - 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 - }) - - entity_physics(pos, radius) - effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) -end - - --- make explosion with protection and tnt mod check -function mobs:boom(self, pos, radius) - - if mobs_griefing - and minetest.get_modpath("tnt") and tnt and tnt.boom - and not minetest.is_protected(pos, "") then - - tnt.boom(pos, { - radius = radius, - damage_radius = radius, - sound = self.sounds and self.sounds.explode, - explode_center = true, - }) - else - mobs:safe_boom(self, pos, radius) - end -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 mobs:register_egg(mob, desc, background, addegg, no_creative) - - local grp = {spawn_egg = 1} - - -- do NOT add this egg to creative inventory (e.g. dungeon master) - if creative and no_creative == true then - grp.not_in_creative_inventory = 1 - end - - local invimg = background - - if addegg == 1 then - invimg = "mobs_chicken_egg.png^(" .. invimg .. - "^[mask:mobs_chicken_egg_overlay.png)" - end - - -- register new spawn egg containing mob information - minetest.register_craftitem(mob .. "_set", { - - description = S("@1 (Tamed)", desc), - inventory_image = invimg, - groups = {spawn_egg = 2, not_in_creative_inventory = 1}, - stack_max = 1, - - 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 - - if not minetest.registered_entities[mob] then - return - end - - pos.y = pos.y + 1 - - local data = itemstack:get_metadata() - local mob = minetest.add_entity(pos, mob, data) - local ent = mob:get_luaentity() - - -- set owner if not a monster - if ent.type ~= "monster" then - ent.owner = placer:get_player_name() - ent.tamed = true - end - - -- since mob is unique we remove egg once spawned - itemstack:take_item() - end - - return itemstack - end, - }) - - - -- register old stackable mob egg - minetest.register_craftitem(mob, { - - description = desc, - inventory_image = invimg, - groups = grp, - - 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 - - if not minetest.registered_entities[mob] then - return - end - - pos.y = pos.y + 1 - - local mob = minetest.add_entity(pos, mob) - 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 - - -- if not in creative then take item - if not mobs.is_creative(placer:get_player_name()) then - itemstack:take_item() - end - end - - return itemstack - end, - }) - -end - - --- capture critter (thanks to blert2112 for idea) -function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) - - if self.child - or not clicker:is_player() - or not clicker:get_inventory() then - return false - end - - -- get name of clicked mob - local mobname = self.name - - -- if not nil change what will be added to inventory - if replacewith then - mobname = replacewith - end - - local name = clicker:get_player_name() - local tool = clicker:get_wielded_item() - - -- are we using hand, net or lasso to pick up mob? - if tool:get_name() ~= "" - and tool:get_name() ~= "mobs:net" - and tool:get_name() ~= "mobs:lasso" then - return false - end - - -- is mob tamed? - if self.tamed == false - and force_take == false then - - minetest.chat_send_player(name, S("Not tamed!")) - - return true -- false - end - - -- cannot pick up if not owner - if self.owner ~= name - and force_take == false then - - minetest.chat_send_player(name, S("@1 is owner!", self.owner)) - - return true -- false - end - - if clicker:get_inventory():room_for_item("main", mobname) then - - -- was mob clicked with hand, net, or lasso? - local chance = 0 - - if tool:get_name() == "" then - chance = chance_hand - - elseif tool:get_name() == "mobs:net" then - - chance = chance_net - - tool:add_wear(4000) -- 17 uses - - clicker:set_wielded_item(tool) - - elseif tool:get_name() == "mobs:lasso" then - - chance = chance_lasso - - tool:add_wear(650) -- 100 uses - - clicker:set_wielded_item(tool) - - end - - -- calculate chance.. add to inventory if successful? - if chance > 0 and random(1, 100) <= chance then - - -- default mob egg - local new_stack = ItemStack(mobname) - - -- add special mob egg with all mob information - -- unless 'replacewith' contains new item to use - if not replacewith then - - new_stack = ItemStack(mobname .. "_set") - - local tmp = {} - - for _,stat in pairs(self) do - local t = type(stat) - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" then - tmp[_] = self[_] - end - end - - local data_str = minetest.serialize(tmp) - - new_stack:set_metadata(data_str) - end - - local inv = clicker:get_inventory() - - if inv:room_for_item("main", new_stack) then - inv:add_item("main", new_stack) - else - minetest.add_item(clicker:get_pos(), new_stack) - end - - self.object:remove() - - mob_sound(self, "default_place_node_hard") - - elseif chance ~= 0 then - minetest.chat_send_player(name, S("Missed!")) - - mob_sound(self, "mobs_swing") - end - end - - return true -end - - --- protect tamed mob with rune item -function mobs:protect(self, clicker) - - local name = clicker:get_player_name() - local tool = clicker:get_wielded_item() - - if tool:get_name() ~= "mobs:protector" then - return false - end - - if self.tamed == false then - minetest.chat_send_player(name, S("Not tamed!")) - return true -- false - end - - if self.protected == true then - minetest.chat_send_player(name, S("Already protected!")) - return true -- false - end - - if not mobs.is_creative(clicker:get_player_name()) then - tool:take_item() -- take 1 protection rune - clicker:set_wielded_item(tool) - end - - self.protected = true - - local pos = self.object:get_pos() - pos.y = pos.y + self.collisionbox[2] + 0.5 - - effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) - - mob_sound(self, "mobs_spell") - - return true -end - - -local mob_obj = {} -local mob_sta = {} - --- 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 - - -- increase health - self.health = self.health + 4 - - if self.health >= self.hp_max then - - self.health = self.hp_max - - if self.htimer < 1 then - - minetest.chat_send_player(clicker:get_player_name(), - S("@1 at full health (@2)", - self.name:split(":")[2], tostring(self.health))) - - self.htimer = 5 - end - end - - self.object:set_hp(self.health) - - update_tag(self) - - -- make children grow quicker - if self.child == true then - - self.hornytimer = self.hornytimer + 20 - - 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 - - self.gotten = false - - if tame then - - if self.tamed == false then - minetest.chat_send_player(clicker:get_player_name(), - S("@1 has been tamed!", - self.name:split(":")[2])) - end - - 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, self.sounds.random) - end - - return true - end - - local item = clicker:get_wielded_item() - - -- if mob has been tamed you can name it with a nametag - if item:get_name() == "mobs:nametag" - and clicker:get_player_name() == self.owner then - - local name = clicker:get_player_name() - - -- store mob and nametag stack in external variables - mob_obj[name] = self - mob_sta[name] = item - - local tag = self.nametag or "" - - minetest.show_formspec(name, "mobs_nametag", "size[8,4]" - .. default.gui_bg - .. default.gui_bg_img - .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]" - .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape(S("Rename")) .. "]") - end - - return false -end - - --- inspired by blockmen's nametag mod -minetest.register_on_player_receive_fields(function(player, formname, fields) - - -- right-clicked with nametag and name entered? - if formname == "mobs_nametag" - and fields.name - and fields.name ~= "" then - - local name = player:get_player_name() - - if not mob_obj[name] - or not mob_obj[name].object then - return - end - - -- make sure nametag is being used to name mob - local item = player:get_wielded_item() - - if item:get_name() ~= "mobs:nametag" then - return - end - - -- limit name entered to 64 characters long - if string.len(fields.name) > 64 then - fields.name = string.sub(fields.name, 1, 64) - end - - -- update nametag - mob_obj[name].nametag = fields.name - - update_tag(mob_obj[name]) - - -- if not in creative then take item - if not mobs.is_creative(name) then - - mob_sta[name]:take_item() - - player:set_wielded_item(mob_sta[name]) - end - - -- reset external variables - mob_obj[name] = nil - mob_sta[name] = nil - end -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 diff --git a/api.txt b/api.txt index f6b8d48..772f76a 100644 --- a/api.txt +++ b/api.txt @@ -31,12 +31,15 @@ 'hp_max' has the maximum health value the mob can spawn with. 'armor' holds strength of mob, 100 is normal, lower is more powerful and needs more hits and better weapons to kill. - 'passive' when true allows animals to defend themselves when hit, + 'passive' when false allows animals to defend themselves when hit, otherwise they amble onwards. 'walk_velocity' is the speed that your mob can walk around. 'run_velocity' is the speed your mob can run with, usually when attacking. + 'stand_chance' has a 0-100 chance value your mob will stand from walking. 'walk_chance' has a 0-100 chance value your mob will walk from standing, set to 0 for jumping mobs only. + 'randomly_turn' if set to false then mob will not turn to face player or + randomly turn while walking or standing. 'jump' when true allows your mob to jump updwards. 'jump_height' holds the height your mob can jump, 0 to disable jumping. 'stepheight' height of a block that your mob can easily walk up onto, @@ -44,11 +47,17 @@ 'fly' when true allows your mob to fly around instead of walking. 'fly_in' holds the node name that the mob flies (or swims) around in e.g. "air" or "default:water_source". + 'keep_flying' when true mobs like birds no longer stop and stand. + 'stay_near' when set allows mobs the chance to stay around certain nodes. + 'nodes' string or table of nodes to stay nearby e.g. "farming:straw" + 'chance' chance of searching for above node(s), default is 10. 'runaway' if true causes animals to turn and run away when hit. 'pushable' when true mobs can be pushed by player or other mobs. 'view_range' how many nodes in distance the mob can see a player. 'damage' how many health points the mob does to a player or another mob when melee attacking. + 'damage_group' group in which damage is dealt, dedaults to "fleshy". + 'damage_texture_modifier' applies texture modifier on hit e.g "^[brighten" 'knock_back' when true has mobs falling backwards when hit, the greater the damage the more they move back. 'fear_height' is how high a cliff or edge has to be before the mob stops @@ -57,17 +66,22 @@ 'fall_damage' when true causes falling to inflict damage. 'water_damage' holds the damage per second infliced to mobs when standing in water. + 'air_damage' holds damage per second inflicted to mob when standing in air. 'lava_damage' holds the damage per second inflicted to mobs when standing - in lava or fire or an ignition source. + in lava. + 'fire_damage' holds the damage per second inflicted to mobs when standing + in fire. + 'light_damage' holds the damage per second inflicted to mobs when light level is between the min and max values below 'light_damage_min' minimum light value when mob is affected (default: 14) 'light_damage_max' maximum light value when mob is affected (default: 15) - 'suffocation' when true causes mobs to suffocate inside solid blocks. + 'suffocation' when > 0 mobs will suffocate inside solid blocks and will be + hurt by the value given every second (0 to disable). 'floats' when set to 1 mob will float in water, 0 has them sink. 'follow' mobs follow player when holding any of the items which appear on this table, the same items can be fed to a mob to tame or - breed e.g. {"farming:wheat", "default:apple"} + breed e.g. {"farming:wheat", "default:apple", "group:fish"} 'reach' is how far the mob can attack player when standing nearby, default is 3 nodes. @@ -83,6 +97,9 @@ punches when nearby. 'group_attack' when true has same mob type grouping together to attack offender. + 'group_helper' string containing mob name that attacks alongside + current mob when group attacking. + mob is attacking in groups. 'attack_type' tells the api what a mob does when attacking the player or another mob: 'dogfight' is a melee attack when player is within mob reach. @@ -106,6 +123,8 @@ continue chasing. 'arrow' holds the pre-defined arrow object to shoot when attacking. + 'arrow_override' function that allows tweaking of arrow entity from + inside mob definition (self) passed to function. 'dogshoot_switch' allows switching between attack types by using timers (1 for shoot, 2 for dogfight) 'dogshoot_count_max' contains how many seconds before switching from @@ -119,6 +138,8 @@ e.g. {"player", "mobs_animal:chicken"}. 'runaway_from' contains a table with mob names to run away from, add "player" to list to runaway from player also. + 'ignore_invisibility' When true mob will still be able to see and attack + player even if invisible (invisibility mod only). 'blood_amount' contains the number of blood droplets to appear when mob is hit. 'blood_texture' has the texture name to use for droplets e.g. @@ -126,7 +147,8 @@ 'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack and when 'mobs_griefing' - in minetest.conf is not false). + in minetest.conf is not false). Adding {unbreakable=1} + to node groups stops them being broken by mobs. 'immune_to' is a table that holds specific damage when being hit by certain items e.g. {"default:sword_wood", 0} -- causes no damage. @@ -153,6 +175,11 @@ 'min' minimum number of items dropped, set to 0 for rare drops. 'max' maximum number of items dropped. Note: If weapon has {fire=1} damage group set then cooked items will drop. + Note2: A function can now be passed which can also return drops table, e.g. + drops = function(pos) + -- do something + return { {name = "farming:bread"}, {name = "default:dirt", chance = 2} } + end 'visual' holds the look of the mob you wish to create: 'cube' looks like a normal node @@ -170,16 +197,20 @@ 'child_texture' holds the texture table for when baby mobs are used. 'gotten_texture' holds the texture table for when self.gotten value is true, used for milking cows or shearing sheep. + 'texture_mods' holds a string which overlays a texture on top of the + mob texture e.g. "^saddle.png" 'mesh' holds the name of the external object used for mob model e.g. "mobs_cow.b3d" 'gotten_mesh" holds the name of the external object used for when self.gotten is true for mobs. 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back, 270 = other side. + 'glow' has mob glow without light source, 0 to 15 or nil to disable 'double_melee_attack' when true has the api choose between 'punch' and 'punch2' animations. [DEPRECATED] - 'animation' holds a table containing animation names and settings for use with mesh models: + 'animation' holds a table containing animation names and settings for use with + mesh models: 'stand_start' start frame for when mob stands still. 'stand_end' end frame of stand animation. 'stand_speed' speed of animation in frames per second. @@ -205,6 +236,7 @@ 'die_end' 'die_speed' 'die_loop' when set to false stops the animation looping. + 'die_rotate' if true mob spins during death animation. Using '_loop = false' setting will stop any of the above animations from looping. @@ -244,7 +276,7 @@ If false is returned, the mob will not replace the node. By default, replacing sets self.gotten to true and resets the object - properties. + properties. (DEPRECATED, use on_replace to make changes). Custom Definition Functions @@ -273,8 +305,13 @@ time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place. 'custom_attack' when set this function is called instead of the normal mob - melee attack, parameters are (self, to_attack). - 'on_die' a function that is called when mob is killed (self, pos) + melee attack, parameters are (self, to_attack) and if true + is returned normal attack function continued. + 'on_die' a function that is called when mob is killed (self, pos), also + has access to self.cause_of_death table. + 'on_flop' function called when flying or swimmimng mob is no longer in + air/water, (self) paramater and return true to skip the built + in api flop feature. 'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node @@ -306,47 +343,83 @@ 'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground 'self.nametag' contains the name of the mob which it can show above + 'self.state' Current mob state. + "stand": no movement (except turning around) + "walk": walk or move around aimlessly + "attack": chase and attack enemy + "runaway": flee from target + "flop": bounce around aimlessly + (for swimming mobs that have stranded) + "die": during death + + +Adding Mobs in World +-------------------- + + mobs:add_mob(pos, { + name = "mobs_animal:chicken", + child = true, + owner = "singleplayer", + nametag = "Bessy", + ignore_count = true -- ignores mob count per map area + }) + +Returns false if mob could not be added, returns mob object if spawned ok. + + +Removing Mob from World +----------------------- + + mobs:remove(self, decrease) + +Removes mob 'self' from the world and if 'decrease' is true then the mob counter +will also be decreased by one. Spawning Mobs in World ---------------------- -mobs:register_spawn(name, nodes, max_light, min_light, chance, - active_object_count, max_height, day_toggle) - -mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, - chance, active_object_count, min_height, max_height, day_toggle, on_spawn) - -These functions register a spawn algorithm for the mob. Without this function -the call the mobs won't spawn. + mobs:spawn({ + name = "mobs_monster:tree_monster", + nodes = {"group:leaves"}, + max_light = 7, + }) + +Spawn functions require the following settings, some of which already have a +default setting and can be omitted: 'name' is the name of the animal/monster 'nodes' is a list of nodenames on that the animal/monster can - spawn on top of + spawn on top of (defaults to {"group:dirt", "group:stone"} 'neighbors' is a list of nodenames on that the animal/monster will - spawn beside (default is {"air"} for - mobs:register_spawn) - 'max_light' is the maximum of light - 'min_light' is the minimum of light - 'interval' is same as in register_abm() (default is 30 for - mobs:register_spawn) - 'chance' is same as in register_abm() + spawn beside (default is {"air"}) + 'interval' is same as in register_abm() (default is 30) + 'chance' is same as in register_abm() (default is 5000) + 'min_light' is the minimum light level (default is 0) + 'max_light' is the maximum light (default is 15) + 'min_height' is the minimum height a mob can spawn (default: -31000) + 'max_height' is the maximum height a mob can spawn (default is 31000) 'active_object_count' number of this type of mob to spawn at one time inside - map area - 'min_height' is the minimum height the mob can spawn - 'max_height' is the maximum height the mob can spawn + map area (default is 1) 'day_toggle' true for day spawning, false for night or nil for anytime 'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values. + 'on_map_load' when true mobs will have a chance of spawning only + when new areas of map are loaded, interval will not be + used. + +The older spawn functions are still active and working but have no defaults like +the mobs:spawn, so it is recommended to use the above instead. + +mobs:register_spawn(name, nodes, max_light, min_light, chance, + active_object_count, max_height, day_toggle) + +mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, + chance, active_object_count, min_height, max_height, day_toggle, on_spawn) A simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer: - - mobs:spawn({name = "mobs_monster:tree_monster", - nodes = {"group:leaves"}, - max_light = 7, - }) For each mob that spawns with this function is a field in mobs.spawning_mobs. @@ -364,6 +437,24 @@ 'pos' holds the position of the spawning mob 'node' contains the node the mob is spawning on top of 'name' is the name of the animal/monster + + +Particle Effects +---------------- + +mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) + +This function provides a quick way to spawn particles as an effect. + + 'pos' center position of particle effect. + 'amount' how many particles. + 'texture' texture filename to use for effect. + 'min_size' smallest particle size. + 'max_size' largest particle size. + 'radius' how far particles spread outward from center. + 'gravity' gravity applied to particles once they spawn. + 'glow' number between 1 and 15 for glowing particles. + 'fall' when true particles fall, false has them rising, nil has them scatter. Making Arrows @@ -378,6 +469,8 @@ 'visual' same is in minetest.register_entity() 'visual_size' same is in minetest.register_entity() 'textures' same is in minetest.register_entity() + 'physical' same is in minetest.register_entity() [default: false] + 'collide_with_objects' same as above 'velocity' the velocity of the arrow 'drop' if set to true any arrows hitting a node will drop as item 'hit_player' a function that is called when the arrow hits a player; @@ -386,6 +479,8 @@ 'hit_mob' a function that is called when the arrow hits a mob; this function should hurt the mob, the parameters are (self, player) + 'hit_object' a function that is called when the arrow hits an object; + this function parameters are (self, player) 'hit_node' a function that is called when the arrow hits a node, the parameters are (self, pos, node) 'tail' when set to 1 adds a trail or tail to mob arrows @@ -399,7 +494,9 @@ 'on_step' is a custom function when arrow is active, nil for default. 'on_punch' is a custom function when arrow is punched, nil by default - 'collisionbox' is hitbox table for arrow, {0,0,0,0,0,0} by default. + 'collisionbox' is hitbox table for arrow, {-.1,-.1,-.1,.1,.1,.1} by default. + 'lifetime' contains float value for how many seconds arrow exists in + world before being removed (default is 4.5 seconds). Spawn Eggs @@ -407,7 +504,8 @@ mobs:register_egg(name, description, background, addegg, no_creative) -This function registers a spawn egg which can be used by admin to properly spawn in a mob. +This function registers a spawn egg which can be used to properly spawn in a mob. +Animals are spawned as tamed unless sneak/shift is held while spawning. 'name' this is the name of your new mob to spawn e.g. "mob:sheep" 'description' the name of the new egg you are creating e.g. "Spawn Sheep" @@ -453,6 +551,11 @@ 'force_take' take mob by force, even if tamed (true or false) 'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information) + +mobs:force_capture(self, clicker) + +Same as above but does no checks, it simply captures any and all mobs and places +inside a spawn egg containing all of the mob information. Feeding and Taming/Breeding @@ -566,7 +669,7 @@ 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1} -mobs:line_of_sight(self, pos1, pos2, stepsize) +mobs:line_of_sight(self, pos1, pos2, stepsize) [DEPRECATED] This function is for use within the mobs definition for special use cases and returns true if a mob can see the player or victim. @@ -575,6 +678,17 @@ 'pos1' position of mob 'pos2' position of vistim or player 'stepsize' usually set to 1 + +Use this instead: + + mob_class:line_of_sight(pos1, pos2, stepsize) + + +mobs:can_spawn(pos, name) + +This function checks the surrounding area at [pos] to see if there is enough empty +space to spawn mob [name], if so then a new position is returned for use, +otherwise nil is returned. External Settings for "minetest.conf" @@ -587,6 +701,8 @@ is false) 'mobs_spawn_protected' if set to false then mobs will not spawn in protected areas (default is true) + 'mobs_spawn_monster_protected' if set to false then monsters will not spawn in + protected areas (default is true) 'remove_far_mobs' if true then untamed mobs that are outside players visual range will be removed (default is true) 'mobname' can change specific mob chance rate (0 to disable) and @@ -605,13 +721,25 @@ 'mobs_griefing' when false mobs cannot break blocks when using either pathfinding level 2, replace functions or mobs:boom function. + 'mob_nospawn_range' Minimum range a mob can spawn near player (def: 12) + 'mob_active_limit' Number of active mobs in game, 0 for unlimited + 'mob_area_spawn' When true will check surrounding area the size of the + mob for obstructions before spawning, otherwise it + defaults to checking the height of the mob only. + 'mob_smooth_rotate' Enables smooth rotation when mobs turn by default. Players can override the spawn chance for each mob registered by adding a line to their minetest.conf file with a new value, the lower the value the more each mob will spawn e.g. -mobs_animal:sheep_chance 11000 -mobs_monster:sand_monster_chance 100 +mobs_animal:sheep 11000 +mobs_monster:sand_monster 100 + +...you can also change how many of a certain mob appear in an active mapblock by +adding a comma and then a new value e.g. + +mobs_animal:cow = 8000,4 <-- 4 cows per mapblock at 8000 spawn chance +mobs_monster:dirt_monster = ,20 <-- 20 dirt monsters per mapblock Rideable Horse Example Mob @@ -623,7 +751,7 @@ visual_size = {x = 1.20, y = 1.20}, mesh = "mobs_horse.x", collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4}, - animation = { + animation = { speed_normal = 15, speed_run = 30, stand_start = 25, @@ -722,7 +850,7 @@ if inv:room_for_item("main", "mobs:saddle") then inv:add_item("main", "mobs:saddle") else - minetest.add_item(clicker.getpos(), "mobs:saddle") + minetest.add_item(clicker.get_pos(), "mobs:saddle") end -- attach player to horse diff --git a/crafts.lua b/crafts.lua index 0460f89..a28af9b 100644 --- a/crafts.lua +++ b/crafts.lua @@ -5,14 +5,13 @@ minetest.register_craftitem("mobs:nametag", { description = S("Name Tag"), inventory_image = "mobs_nametag.png", - groups = {flammable = 2}, + groups = {flammable = 2, nametag = 1} }) if minetest.get_modpath("dye") and minetest.get_modpath("farming") then minetest.register_craft({ - type = "shapeless", output = "mobs:nametag", - recipe = {"default:paper", "dye:black", "farming:string"}, + recipe = {{"default:paper", "dye:black", "farming:string"}} }) end @@ -20,7 +19,7 @@ minetest.register_craftitem("mobs:leather", { description = S("Leather"), inventory_image = "mobs_leather.png", - groups = {flammable = 2}, + groups = {flammable = 2, leather = 1} }) -- raw meat @@ -28,7 +27,7 @@ description = S("Raw Meat"), inventory_image = "mobs_meat_raw.png", on_use = minetest.item_eat(3), - groups = {food_meat_raw = 1, flammable = 2}, + groups = {food_meat_raw = 1, flammable = 2} }) -- cooked meat @@ -36,21 +35,21 @@ description = S("Meat"), inventory_image = "mobs_meat.png", on_use = minetest.item_eat(8), - groups = {food_meat = 1, flammable = 2}, + groups = {food_meat = 1, flammable = 2} }) minetest.register_craft({ type = "cooking", output = "mobs:meat", recipe = "mobs:meat_raw", - cooktime = 5, + cooktime = 5 }) -- lasso minetest.register_tool("mobs:lasso", { description = S("Lasso (right-click animal to put in inventory)"), inventory_image = "mobs_magic_lasso.png", - groups = {flammable = 2}, + groups = {flammable = 2} }) if minetest.get_modpath("farming") then @@ -59,7 +58,7 @@ recipe = { {"farming:string", "", "farming:string"}, {"", "default:diamond", ""}, - {"farming:string", "", "farming:string"}, + {"farming:string", "", "farming:string"} } }) end @@ -70,7 +69,7 @@ minetest.register_tool("mobs:net", { description = S("Net (right-click animal to put in inventory)"), inventory_image = "mobs_net.png", - groups = {flammable = 2}, + groups = {flammable = 2} }) if minetest.get_modpath("farming") then @@ -79,7 +78,7 @@ recipe = { {"group:stick", "", "group:stick"}, {"group:stick", "", "group:stick"}, - {"farming:string", "group:stick", "farming:string"}, + {"farming:string", "group:stick", "farming:string"} } }) end @@ -88,14 +87,14 @@ minetest.register_tool("mobs:shears", { description = S("Steel Shears (right-click to shear)"), inventory_image = "mobs_shears.png", - groups = {flammable = 2}, -}) - -minetest.register_craft({ - output = 'mobs:shears', - recipe = { - {'', 'default:steel_ingot', ''}, - {'', 'group:stick', 'default:steel_ingot'}, + groups = {flammable = 2} +}) + +minetest.register_craft({ + output = "mobs:shears", + recipe = { + {"", "default:steel_ingot", ""}, + {"", "group:stick", "default:steel_ingot"} } }) @@ -103,7 +102,7 @@ minetest.register_craftitem("mobs:protector", { description = S("Mob Protection Rune"), inventory_image = "mobs_protector.png", - groups = {flammable = 2}, + groups = {flammable = 2} }) minetest.register_craft({ @@ -111,7 +110,23 @@ recipe = { {"default:stone", "default:stone", "default:stone"}, {"default:stone", "default:goldblock", "default:stone"}, - {"default:stone", "default:stone", "default:stone"}, + {"default:stone", "default:stone", "default:stone"} + } +}) + +-- level 2 protection rune +minetest.register_craftitem("mobs:protector2", { + description = S("Mob Protection Rune (Level 2)"), + inventory_image = "mobs_protector2.png", + groups = {flammable = 2} +}) + +minetest.register_craft({ + output = "mobs:protector2", + recipe = { + {"mobs:protector", "default:mese_crystal", "mobs:protector"}, + {"default:mese_crystal", "default:diamondblock", "default:mese_crystal"}, + {"mobs:protector", "default:mese_crystal", "mobs:protector"} } }) @@ -119,7 +134,7 @@ minetest.register_craftitem("mobs:saddle", { description = S("Saddle"), inventory_image = "mobs_saddle.png", - groups = {flammable = 2}, + groups = {flammable = 2, saddle = 1} }) minetest.register_craft({ @@ -127,9 +142,13 @@ recipe = { {"mobs:leather", "mobs:leather", "mobs:leather"}, {"mobs:leather", "default:steel_ingot", "mobs:leather"}, - {"mobs:leather", "default:steel_ingot", "mobs:leather"}, - } -}) + {"mobs:leather", "default:steel_ingot", "mobs:leather"} + } +}) + + +-- make sure we can register fences +if minetest.get_modpath("default") and default.register_fence then -- mob fence (looks like normal fence but collision is 2 high) default.register_fence("mobs:fence_wood", { @@ -142,80 +161,215 @@ type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 1.9, 0.5}, - }, + } + } +}) +end + +-- mob fence top (has enlarged collisionbox to stop mobs getting over) +minetest.register_node("mobs:fence_top", { + description = S("Mob Fence Top"), + drawtype = "nodebox", + tiles = {"default_wood.png"}, + paramtype = "light", + is_ground_content = false, + groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, + sounds = default.node_sound_wood_defaults(), + node_box = { + type = "fixed", + fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2} }, -}) - --- mob fence top (has enlarged collisionbox to stop mobs getting over) - minetest.register_node("mobs:fence_top", { - description = S("Mob Fence Top"), - drawtype = "nodebox", - tiles = {"default_wood.png"}, - paramtype = "light", - is_ground_content = false, - groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, - sounds = default.node_sound_wood_defaults(), - node_box = { - type = "fixed", - fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}, - }, - collision_box = { - type = "fixed", - fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4}, - }, - selection_box = { - type = "fixed", - fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4}, - }, + collision_box = { + type = "fixed", + fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4} + }, + selection_box = { + type = "fixed", + fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4} + } }) minetest.register_craft({ output = "mobs:fence_top 12", recipe = { {"group:wood", "group:wood", "group:wood"}, - {"", "default:fence_wood", ""}, - } -}) + {"", "default:fence_wood", ""} + } +}) + -- items that can be used as fuel minetest.register_craft({ type = "fuel", recipe = "mobs:nametag", - burntime = 3, + burntime = 3 }) minetest.register_craft({ type = "fuel", recipe = "mobs:lasso", - burntime = 7, + burntime = 7 }) minetest.register_craft({ type = "fuel", recipe = "mobs:net", - burntime = 8, + burntime = 8 }) minetest.register_craft({ type = "fuel", recipe = "mobs:leather", - burntime = 4, + burntime = 4 }) minetest.register_craft({ type = "fuel", recipe = "mobs:saddle", - burntime = 7, + burntime = 7 }) minetest.register_craft({ type = "fuel", recipe = "mobs:fence_wood", - burntime = 7, + burntime = 7 }) minetest.register_craft({ type = "fuel", recipe = "mobs:fence_top", - burntime = 2, -}) + burntime = 2 +}) + + +-- this tool spawns same mob and adds owner, protected, nametag info +-- then removes original entity, this is used for fixing any issues. + +local tex_obj + +minetest.register_tool(":mobs:mob_reset_stick", { + description = S("Mob Reset Stick"), + inventory_image = "default_stick.png^[colorize:#ff000050", + stack_max = 1, + groups = {not_in_creative_inventory = 1}, + + on_use = function(itemstack, user, pointed_thing) + + if pointed_thing.type ~= "object" then + return + end + + local obj = pointed_thing.ref + + local control = user:get_player_control() + local sneak = control and control.sneak + + -- spawn same mob with saved stats, with random texture + if obj and not sneak then + + local self = obj:get_luaentity() + local obj2 = minetest.add_entity(obj:get_pos(), self.name) + + if obj2 then + + local ent2 = obj2:get_luaentity() + + ent2.protected = self.protected + ent2.owner = self.owner + ent2.nametag = self.nametag + ent2.gotten = self.gotten + ent2.tamed = self.tamed + ent2.health = self.health + ent2.order = self.order + + if self.child then + obj2:set_velocity({x = 0, y = self.jump_height, z = 0}) + end + + obj2:set_properties({nametag = self.nametag}) + + obj:remove() + end + end + + -- display form to enter texture name ending in .png + if obj and sneak then + + tex_obj = obj + + -- get base texture + local bt = tex_obj:get_luaentity().base_texture[1] + + if type(bt) ~= "string" then + bt = "" + end + + local name = user:get_player_name() + + minetest.show_formspec(name, "mobs_texture", "size[8,4]" + .. "field[0.5,1;7.5,0;name;" + .. minetest.formspec_escape(S("Enter texture:")) .. ";" .. bt .. "]" + .. "button_exit[2.5,3.5;3,1;mob_texture_change;" + .. minetest.formspec_escape(S("Change")) .. "]") + end + end +}) + +minetest.register_on_player_receive_fields(function(player, formname, fields) + + -- right-clicked with nametag and name entered? + if formname == "mobs_texture" + and fields.name + and fields.name ~= "" then + + -- does mob still exist? + if not tex_obj + or not tex_obj:get_luaentity() then + return + end + + -- make sure nametag is being used to name mob + local item = player:get_wielded_item() + + if item:get_name() ~= "mobs:mob_reset_stick" then + return + end + + -- limit name entered to 64 characters long + if fields.name:len() > 64 then + fields.name = fields.name:sub(1, 64) + end + + -- update texture + local self = tex_obj:get_luaentity() + + self.base_texture = {fields.name} + + tex_obj:set_properties({textures = {fields.name}}) + + -- reset external variable + tex_obj = nil + end +end) + + +-- Meat Block (thanks to painterlypack.net for allowing me to use these textures) +minetest.register_node("mobs:meatblock", { + description = S("Meat Block"), + tiles = {"mobs_meat_top.png", "mobs_meat_bottom.png", "mobs_meat_side.png"}, + paramtype2 = "facedir", + groups = {choppy = 1, oddly_breakable_by_hand = 1, flammable = 2}, + sounds = default and default.node_sound_leaves_defaults(), + on_place = minetest.rotate_node, + on_use = minetest.item_eat(20) +}) + +minetest.register_craft({ + output = "mobs:meatblock", +-- type = "shapeless", + recipe = { + {"group:food_meat", "group:food_meat", "group:food_meat"}, + {"group:food_meat", "group:food_meat", "group:food_meat"}, + {"group:food_meat", "group:food_meat", "group:food_meat"} + } +}) diff --git a/debian/changelog b/debian/changelog index 22fc94a..1684cbd 100644 --- a/debian/changelog +++ b/debian/changelog @@ -1,11 +1,15 @@ -minetest-mod-mobs-redo (20181016-2) UNRELEASED; urgency=medium +minetest-mod-mobs-redo (20181016+git20210920.1.26ec61e-1) UNRELEASED; urgency=medium + [ Julien Puydt ] * Switch to debhelper-compat, level 13. * Bump standards-version to 4.6.0. * Declare d/rules doesn't require root. * Add lintian overrides for false positives. - -- Julien Puydt Wed, 22 Sep 2021 13:58:52 +0200 + [ Debian Janitor ] + * New upstream snapshot. + + -- Julien Puydt Wed, 22 Sep 2021 12:32:23 -0000 minetest-mod-mobs-redo (20181016-1.1) unstable; urgency=medium diff --git a/depends.txt b/depends.txt index 2f20802..0c580bd 100644 --- a/depends.txt +++ b/depends.txt @@ -1,4 +1,4 @@ -default +default? tnt? dye? farming? @@ -7,3 +7,4 @@ lucky_block? cmi? toolranks? +pathfinder? diff --git a/init.lua b/init.lua index f63fb16..518d50d 100644 --- a/init.lua +++ b/init.lua @@ -1,5 +1,11 @@ local path = minetest.get_modpath("mobs") + +-- Peaceful player privilege +minetest.register_privilege("peaceful_player", { + description = "Prevents Mobs Redo mobs from attacking player", + give_to_singleplayer = false +}) -- Mob API dofile(path .. "/api.lua") diff --git a/intllib.lua b/intllib.lua index 6669d72..adb0f88 100644 --- a/intllib.lua +++ b/intllib.lua @@ -1,45 +1,3 @@ +-- Support for the old multi-load method +dofile(minetest.get_modpath("intllib").."/init.lua") --- Fallback functions for when `intllib` is not installed. --- Code released under Unlicense . - --- Get the latest version of this file at: --- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua - -local function format(str, ...) - local args = { ... } - local function repl(escape, open, num, close) - if escape == "" then - local replacement = tostring(args[tonumber(num)]) - if open == "" then - replacement = replacement..close - end - return replacement - else - return "@"..open..num..close - end - end - return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl)) -end - -local gettext, ngettext -if minetest.get_modpath("intllib") then - if intllib.make_gettext_pair then - -- New method using gettext. - gettext, ngettext = intllib.make_gettext_pair() - else - -- Old method using text files. - gettext = intllib.Getter() - end -end - --- Fill in missing functions. - -gettext = gettext or function(msgid, ...) - return format(msgid, ...) -end - -ngettext = ngettext or function(msgid, msgid_plural, n, ...) - return format(n==1 and msgid or msgid_plural, ...) -end - -return gettext, ngettext diff --git a/locale/fr.po b/locale/fr.po index 25b920c..53b5f9f 100644 --- a/locale/fr.po +++ b/locale/fr.po @@ -3,20 +3,19 @@ # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # +#, fuzzy msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-29 09:13+0200\n" -"PO-Revision-Date: 2017-07-29 09:20+0200\n" +"PO-Revision-Date: 2020-08-13 21:20+0500\n" +"Last-Translator: Olivier Dragon \n" "Language-Team: \n" +"Language: fr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"X-Generator: Poedit 1.8.12\n" -"Last-Translator: fat115 \n" -"Plural-Forms: nplurals=2; plural=(n > 1);\n" -"Language: fr\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" @@ -64,7 +63,7 @@ #: crafts.lua msgid "Name Tag" -msgstr "Étiquette pour collier" +msgstr "Étiquette de collier" #: crafts.lua msgid "Leather" @@ -102,17 +101,25 @@ msgid "Mob Fence" msgstr "Clôture à animaux" +#: crafts.lua +msgid "Mob Fence Top" +msgstr "Haut de clôture à animaux" + #: spawner.lua msgid "Mob Spawner" msgstr "Générateur de mob" #: spawner.lua -msgid "Mob MinLight MaxLight Amount PlayerDist" -msgstr "Mob MinLumière MaxLumière Quantité DistanceJoueur" +msgid "(mob name) (min light) (max light) (amount) (player distance) (Y offset)" +msgstr "(Nom) (MinLumière) (MaxLumière) (Quantité) (Distance du Joueur) (Décalage en Y)" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Générateur non actif (entrez les paramètres)" + +#: spawner.lua +msgid "Command:" +msgstr "Commande:" #: spawner.lua msgid "Spawner Active (@1)" diff --git a/locale/it.po b/locale/it.po index a439f6d..a40c33f 100644 --- a/locale/it.po +++ b/locale/it.po @@ -8,19 +8,19 @@ "Project-Id-Version: Italian locale file for the Mobs Redo module\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" -"PO-Revision-Date: 2017-08-18 12:18+0100\n" -"Last-Translator: H4mlet \n" +"PO-Revision-Date: 2020-05-11 13:33+0200\n" +"Last-Translator: Hamlet \n" "Language-Team: \n" "Language: it\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Poedit 1.6.10\n" +"X-Generator: Poedit 2.2.1\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" -msgstr "" +msgstr "** Modalità pacifica attiva - non comparirà nessun mostro" #: api.lua msgid "Mob has been protected!" @@ -28,23 +28,23 @@ #: api.lua msgid "@1 (Tamed)" -msgstr "@1 (Addomesticat*)" +msgstr "@1 (Addomesticato)" #: api.lua msgid "Not tamed!" -msgstr "Non addomesticat*!" +msgstr "Non addomesticato!" #: api.lua msgid "@1 is owner!" -msgstr "Proprietari* @1!" +msgstr "Il padrone è @1!" #: api.lua msgid "Missed!" -msgstr "Mancat*!" +msgstr "Mancato!" #: api.lua msgid "Already protected!" -msgstr "Già protett*!" +msgstr "Già protetto!" #: api.lua msgid "@1 at full health (@2)" @@ -52,7 +52,7 @@ #: api.lua msgid "@1 has been tamed!" -msgstr "@1 è stat* addomesticat*!" +msgstr "@1 è stato addomesticato!" #: api.lua msgid "Enter name:" @@ -60,7 +60,7 @@ #: api.lua msgid "Rename" -msgstr "Rinominare" +msgstr "Rinomina" #: crafts.lua msgid "Name Tag" @@ -100,7 +100,7 @@ #: crafts.lua msgid "Mob Fence" -msgstr "" +msgstr "Recinzione per mob" #: spawner.lua msgid "Mob Spawner" @@ -128,4 +128,4 @@ "distance[1-20] y_offset[-10 to 10]”" msgstr "" "Sintassi: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 per " -"disabilitare] distance[1-20] y_offset[-10 to 10]”" +"disabilitare] distance[1-20] y_offset[-10 fino a 10]”" diff --git a/locale/mobs.de_DE.tr b/locale/mobs.de_DE.tr new file mode 100644 index 0000000..f11b665 --- /dev/null +++ b/locale/mobs.de_DE.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +@1 (Tamed)=@1 (Gezähmt) +@1 at full health (@2)=@1 bei voller Gesundheit (@2) +@1 has been tamed!=@1 wurde gezähmt! +@1 is owner!=@1 ist der Besitzer! +#Active Mob Limit Reached!= +Already protected!=Bereits geschützt! +#Change= +#Command:= +Enter name:=Namen eingeben: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lasso (Rechtsklick auf Tier, um es zu nehmen) +Leather=Leder +Meat=Fleisch +Missed!=Daneben! +Mob Fence=Kreaturen Zaun +#Mob Fence Top= +Mob Protection Rune=Kreaturschutzrune +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Kreaturenspawner-Einstellungen gescheitert! +Mob has been protected!=Kreatur wurde geschützt! +Name Tag=Namensschild +Net (right-click animal to put in inventory)=Netz (Rechtsklick auf Tier, um es zu nehmen) +Not tamed!=Nicht gezähmt! +Raw Meat=Rohes Fleisch +Rename=Umbenennen +Saddle=Sattel +Spawner Active (@1)=Spawner aktiv (@1) +Spawner Not Active (enter settings)=Nicht aktiv (Einstellungen eingeben) +Steel Shears (right-click to shear)=Stahlschere (Rechtsklick zum Scheren) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.en.tr b/locale/mobs.en.tr new file mode 100644 index 0000000..fab62b7 --- /dev/null +++ b/locale/mobs.en.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= +#@1 at full health (@2)= +#@1 has been tamed!= +#@1 is owner!= +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= +#Enter name:= +#Enter texture:= +#Lasso (right-click animal to put in inventory)= +#Leather= +#Meat= +#Missed!= +#Mob Fence= +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= +#Mob Spawner settings failed!= +#Mob has been protected!= +#Name Tag= +#Net (right-click animal to put in inventory)= +#Not tamed!= +#Raw Meat= +#Rename= +#Saddle= +#Spawner Active (@1)= +#Spawner Not Active (enter settings)= +#Steel Shears (right-click to shear)= +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.es.tr b/locale/mobs.es.tr new file mode 100644 index 0000000..29ee934 --- /dev/null +++ b/locale/mobs.es.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +@1 (Tamed)=@1 (Domesticado) +@1 at full health (@2)=@1 con salud llena (@2) +@1 has been tamed!=@1 ha sido domesticado! +@1 is owner!=@1 es el dueño! +#Active Mob Limit Reached!= +Already protected!=Ya está protegido! +#Change= +#Command:= +Enter name:=Ingrese nombre: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lazo (click derecho en animal para colocar en inventario) +Leather=Cuero +Meat=Carne +Missed!=Perdido! +#Mob Fence= +#Mob Fence Top= +Mob Protection Rune=Runa de protección de Mob +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Configuracion de generador de Mob falló! +Mob has been protected!=El mob ha sido protegido! +Name Tag=Nombrar etiqueta +Net (right-click animal to put in inventory)=Red (click derecho en animal para colocar en inventario) +Not tamed!=No domesticado! +Raw Meat=Carne cruda +Rename=Renombrar +Saddle=Montura +Spawner Active (@1)=Generador activo (@1) +Spawner Not Active (enter settings)=Generador no activo (ingrese config) +Steel Shears (right-click to shear)=Tijera de acero (click derecho para esquilar) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.fr.tr b/locale/mobs.fr.tr new file mode 100644 index 0000000..3e137fb --- /dev/null +++ b/locale/mobs.fr.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Mode pacifique activé - aucun monstre ne sera généré +@1 (Tamed)=@1 (apprivoisé) +@1 at full health (@2)=@1 est en pleine forme (@2) +@1 has been tamed!=@1 a été apprivoisé ! +@1 is owner!=Appartient à @1 ! +Active Mob Limit Reached!=Limite atteinte du nombre des êtres vivants actifs ! +Already protected!=Déjà protégé ! +Change=Changer +Command:=Commande : +Enter name:=Saisissez un nom : +Enter texture:=Saisissez une texture : +Lasso (right-click animal to put in inventory)=Lasso (clic droit sur l'animal pour le mettre dans l'inventaire) +Leather=Cuir +Meat=Viande +Missed!=Raté ! +Mob Fence= Clôture à animaux +Mob Fence Top=Haut de clôture à animaux +Mob Protection Rune=Rune de protection des animaux +Mob Reset Stick=Baguette de réinitialisation des êtres vivants +Mob Spawner=Créateur d'êtres vivants +Mob Spawner settings failed!=Échec des paramètres du créateur d'être vivants ! +Mob has been protected!=L'animal a été protégé ! +Name Tag=Étiquette de collier +Net (right-click animal to put in inventory)=Filet (clic droit sur l'animal pour le mettre dans l'inventaire) +Not tamed!=Non-apprivoisé ! +Raw Meat=Viande crue +Rename=Renommer +Saddle=Selle +Spawner Active (@1)=Créateur actif (@1) +Spawner Not Active (enter settings)=Créateur non actif (entrez les paramètres) +Steel Shears (right-click to shear)=Ciseaux à laine (clic droit pour tondre) +Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”=Syntaxe : «name min_lumière[0-14] max_lumière[0-14] max_être_vivant_dans_région[0 pour désactiver] distance_joueur[1-20] décalage_y[-10 to 10]» +lifetimer expired, removed @1=Être immortel expiré ; @1 retiré diff --git a/locale/mobs.it.tr b/locale/mobs.it.tr new file mode 100644 index 0000000..6b5edd9 --- /dev/null +++ b/locale/mobs.it.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Modalità pacifica attiva - non comparirà nessun mostro +@1 (Tamed)=@1 (Addomesticato) +@1 at full health (@2)=@1 in piena salute (@2) +@1 has been tamed!=@1 è stato addomesticato! +@1 is owner!=Il padrone è @1! +#Active Mob Limit Reached!= +Already protected!=Già protetto! +#Change= +#Command:= +Enter name:=Inserire il nome: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lazo (click di destro per mettere l'animale nell'inventario) +Leather=Pelle +Meat=Carne +Missed!=Mancato! +Mob Fence=Recinzione per mob +#Mob Fence Top= +Mob Protection Rune=Runa di protezione per mob +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Impostazioni del generatore di mob fallite! +Mob has been protected!=Il mob è stato protetto! +Name Tag=Targhetta +Net (right-click animal to put in inventory)=Rete (click destro per mettere l'animale nell'inventario) +Not tamed!=Non addomesticato! +Raw Meat=Carne cruda +Rename=Rinomina +Saddle=Sella +Spawner Active (@1)=Generatore attivo (@1) +Spawner Not Active (enter settings)=Generatore inattivo (inserire le impostazioni) +Steel Shears (right-click to shear)=Cesoie d'acciaio (click destro per tosare) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.ms.tr b/locale/mobs.ms.tr new file mode 100644 index 0000000..f79e2fb --- /dev/null +++ b/locale/mobs.ms.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul +@1 (Tamed)=@1 (Jinak) +@1 at full health (@2)=Mata kesihatan @1 telah penuh (@2) +@1 has been tamed!=@1 telah dijinakkan! +@1 is owner!=Ini hak milik @1! +#Active Mob Limit Reached!= +Already protected!=Telah dilindungi! +#Change= +#Command:= +Enter name:=Masukkan nama: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Tanjul (klik-kanan haiwan untuk masukkan ke inventori) +Leather=Kulit +Meat=Daging Bakar +Missed!=Terlepas! +Mob Fence=Pagar Mob +#Mob Fence Top= +Mob Protection Rune=Rune Perlindungan Mob +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Penetapan Pewujud Mob gagal! +Mob has been protected!=Mob telah pun dilindungi! +Name Tag=Tanda Nama +Net (right-click animal to put in inventory)=Jaring (klik-kanan haiwan untuk masukkan ke inventori) +Not tamed!=Belum dijinakkan! +Raw Meat=Daging Mentah +Rename=Namakan semula +Saddle=Pelana +Spawner Active (@1)=Pewujud Mob Aktif (@1) +Spawner Not Active (enter settings)=Pewujud Mob Tidak Aktif (masukkan tetapan) +Steel Shears (right-click to shear)=Ketam Keluli (klik-kanan untuk mengetam bulu biri-biri) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.pt.tr b/locale/mobs.pt.tr new file mode 100644 index 0000000..b62e989 --- /dev/null +++ b/locale/mobs.pt.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= +@1 at full health (@2)=@1 em plena saude (@2) +@1 has been tamed!=@1 foi domesticado! +@1 is owner!=Dono @1! +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= +Enter name:=Insira um nome: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Laço (clique-direito no animal para por no inventario) +Leather=Couro +Meat=Carne +Missed!=Faltou! +#Mob Fence= +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Configuraçao de Spawnador do Mob falhou! +#Mob has been protected!= +Name Tag=Etiqueta +Net (right-click animal to put in inventory)=Net (clique-direito no animal para por no inventario) +Not tamed!=Indomesticado! +Raw Meat=Carne crua +Rename=Renomear +#Saddle= +Spawner Active (@1)=Spawnador Ativo (@1) +Spawner Not Active (enter settings)=Spawnador Inativo (configurar) +Steel Shears (right-click to shear)=Tesoura de Aço (clique-direito para tosquiar) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.ru.tr b/locale/mobs.ru.tr new file mode 100644 index 0000000..f7c201a --- /dev/null +++ b/locale/mobs.ru.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Мирный модус активирован - монстры не спаунятся +@1 (Tamed)=@1 (Прирученный) +@1 at full health (@2)=@1 при полном здоровье (@2) +@1 has been tamed!=@1 приручен +@1 is owner!=@1 владелец +#Active Mob Limit Reached!= +Already protected!=Уже защищен! +#Change= +#Command:= +Enter name:=Введите имя: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Лассо (Правый клик - положить животное в инвентарь) +Leather=Кожа +Meat=Мясо +Missed!=Промазал! +Mob Fence=Забор от мобов +#Mob Fence Top= +Mob Protection Rune=Защитная руна мобов +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Настройки спаунера моба провалились +Mob has been protected!=Моб защищен! +Name Tag=Новый тэг +Net (right-click animal to put in inventory)=Сеть (Правый клик - положить животное в инвентарь) +Not tamed!=Не прирученный +Raw Meat=Сырое мясо +Rename=Переименовать +Saddle=Седло +Spawner Active (@1)=Активные спаунер (@1) +Spawner Not Active (enter settings)=Спаунер не активен (введите настройки) +Steel Shears (right-click to shear)=Ножницы (Правый клик - подстричь) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.tr.tr b/locale/mobs.tr.tr new file mode 100644 index 0000000..6e28706 --- /dev/null +++ b/locale/mobs.tr.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= +@1 at full health (@2)=@1 tam canında (@2) +@1 has been tamed!=@1 tamamen evcilleştirilmiştir! +@1 is owner!=Sahibi @1! +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= +Enter name:=İsim gir: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Kement (hayvana sağ tıklayarak envantere koy) +Leather=Deri +Meat=Et +Missed!=Kaçırdın! +Mob Fence=Canavar Yaratıcı +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Yaratıcı ayarları uygulanamadı. +#Mob has been protected!= +Name Tag=İsim etiketi +Net (right-click animal to put in inventory)=Ağ (hayvana sağ tıklayarak envantere koy) +Not tamed!=Evcil değil! +Raw Meat=Çiğ et +Rename=Yeniden adlandır +#Saddle= +Spawner Active (@1)=Yaratıcı aktif (@1) +Spawner Not Active (enter settings)=Yaratıcı aktif değil (ayarlara gir) +Steel Shears (right-click to shear)=Çelik makas (sağ tıklayarak kes) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.zh_CN.tr b/locale/mobs.zh_CN.tr new file mode 100644 index 0000000..fe7556c --- /dev/null +++ b/locale/mobs.zh_CN.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——没有怪物会产生 +@1 (Tamed)=@1(已驯服) +@1 at full health (@2)=@1已经满血(@2) +@1 has been tamed!=@1已经被驯服! +@1 is owner!=@1 是主人 +#Active Mob Limit Reached!= +Already protected!=已经被保护! +#Change= +#Command:= +Enter name:=输入名称: +#Enter texture:= +Lasso (right-click animal to put in inventory)=套索(右键单击动物以放入物品栏) +Leather=皮革 +Meat=肉 +Missed!=没抓住! +Mob Fence=Mob 栅栏 +#Mob Fence Top= +Mob Protection Rune=Mob 保护符文 +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Mob 孵化器设置失败! +Mob has been protected!=Mob 已经被保护了! +Name Tag=名称标签 +Net (right-click animal to put in inventory)=网(右键单击动物以放入物品栏) +Not tamed!=没有驯服! +Raw Meat=生肉 +Rename=重新命名 +Saddle=鞍 +Spawner Active (@1)=孵化器正在运转(@1) +Spawner Not Active (enter settings)=孵化器未使用(输入设置) +Steel Shears (right-click to shear)=钢剪(右键单击以剪切) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/mobs.zh_TW.tr b/locale/mobs.zh_TW.tr new file mode 100644 index 0000000..89bed26 --- /dev/null +++ b/locale/mobs.zh_TW.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——沒有怪物會產生 +@1 (Tamed)=@1(已馴服) +@1 at full health (@2)=@1已經滿血(@2) +@1 has been tamed!=@1已經被馴服! +@1 is owner!=@1 是主人 +#Active Mob Limit Reached!= +Already protected!=已經被保護! +#Change= +#Command:= +Enter name:=輸入名稱: +#Enter texture:= +Lasso (right-click animal to put in inventory)=套索(右鍵單擊動物以放入物品欄) +Leather=皮革 +Meat=肉 +Missed!=沒抓住! +Mob Fence=Mob 柵欄 +#Mob Fence Top= +Mob Protection Rune=Mob 保護符文 +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Mob 孵化器設置失敗! +Mob has been protected!=Mob 已經被保護了! +Name Tag=名稱標籤 +Net (right-click animal to put in inventory)=網(右鍵單擊動物以放入物品欄) +Not tamed!=沒有馴服! +Raw Meat=生肉 +Rename=重新命名 +Saddle=鞍 +Spawner Active (@1)=孵化器正在運轉(@1) +Spawner Not Active (enter settings)=孵化器未使用(輸入設置) +Steel Shears (right-click to shear)=鋼剪(右鍵單擊以剪切) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/locale/template.pot b/locale/template.pot index af31440..a625ee3 100644 --- a/locale/template.pot +++ b/locale/template.pot @@ -101,16 +101,24 @@ msgid "Mob Fence" msgstr "" +#: crafts.lua +msgid "Mob Fence Top" +msgstr "" + #: spawner.lua msgid "Mob Spawner" msgstr "" #: spawner.lua -msgid "Mob MinLight MaxLight Amount PlayerDist" +msgid "(mob name) (min light) (max light) (amount) (player distance) (Y offset)" msgstr "" #: spawner.lua msgid "Spawner Not Active (enter settings)" +msgstr "" + +#@ spawner.lua +msgid "Command:" msgstr "" #: spawner.lua diff --git a/locale/zh_CN.po b/locale/zh_CN.po new file mode 100644 index 0000000..bd8ffa0 --- /dev/null +++ b/locale/zh_CN.po @@ -0,0 +1,130 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# IFRFSX<1079092922@qq.com>, 2020. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** 和平模式已激活——没有怪物会产生" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Mob 已经被保护了!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1(已驯服)" + +#: api.lua +msgid "Not tamed!" +msgstr "没有驯服!" + +#: api.lua +msgid "@1 is owner!" +msgstr "@1 是主人" + +#: api.lua +msgid "Missed!" +msgstr "没抓住!" + +#: api.lua +msgid "Already protected!" +msgstr "已经被保护!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1已经满血(@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1已经被驯服!" + +#: api.lua +msgid "Enter name:" +msgstr "输入名称:" + +#: api.lua +msgid "Rename" +msgstr "重新命名" + +#: crafts.lua +msgid "Name Tag" +msgstr "名称标签" + +#: crafts.lua +msgid "Leather" +msgstr "皮革" + +#: crafts.lua +msgid "Raw Meat" +msgstr "生肉" + +#: crafts.lua +msgid "Meat" +msgstr "肉" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "套索(右键单击动物以放入物品栏)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "网(右键单击动物以放入物品栏)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "钢剪(右键单击以剪切)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Mob 保护符文" + +#: crafts.lua +msgid "Saddle" +msgstr "鞍" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Mob 栅栏" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Mob 孵化器" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob/最小光量/最大光量/玩家距离" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "孵化器未使用(输入设置)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "孵化器正在运转(@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Mob 孵化器设置失败!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"语法: “物品名称 最小光亮[0-14] 最大光亮[0-14] 范围内的最大Mob数量[0 to disable] " +"距离[1-20] y_offset[-10 to 10]”" diff --git a/locale/zh_TW.po b/locale/zh_TW.po new file mode 100644 index 0000000..6350a63 --- /dev/null +++ b/locale/zh_TW.po @@ -0,0 +1,130 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# IFRFSX<1079092922@qq.com>, 2020. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** 和平模式已激活——沒有怪物會產生" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Mob 已經被保護了!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1(已馴服)" + +#: api.lua +msgid "Not tamed!" +msgstr "沒有馴服!" + +#: api.lua +msgid "@1 is owner!" +msgstr "@1 是主人" + +#: api.lua +msgid "Missed!" +msgstr "沒抓住!" + +#: api.lua +msgid "Already protected!" +msgstr "已經被保護!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1已經滿血(@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1已經被馴服!" + +#: api.lua +msgid "Enter name:" +msgstr "輸入名稱:" + +#: api.lua +msgid "Rename" +msgstr "重新命名" + +#: crafts.lua +msgid "Name Tag" +msgstr "名稱標籤" + +#: crafts.lua +msgid "Leather" +msgstr "皮革" + +#: crafts.lua +msgid "Raw Meat" +msgstr "生肉" + +#: crafts.lua +msgid "Meat" +msgstr "肉" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "套索(右鍵單擊動物以放入物品欄)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "網(右鍵單擊動物以放入物品欄)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "鋼剪(右鍵單擊以剪切)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Mob 保護符文" + +#: crafts.lua +msgid "Saddle" +msgstr "鞍" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Mob 柵欄" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Mob 孵化器" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob/最小光量/最大光量/玩家距離" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "孵化器未使用(輸入設置)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "孵化器正在運轉(@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Mob 孵化器設置失敗!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"語法: “物品名稱 最小光亮[0-14] 最大光亮[0-14] 範圍內的最大Mob數量[0 to disable] " +"距離[1-20] y_offset[-10 to 10]”" diff --git a/lucky_block.lua b/lucky_block.lua index ef7d59c..b823e83 100644 --- a/lucky_block.lua +++ b/lucky_block.lua @@ -13,6 +13,6 @@ {"dro", {"mobs:protector"}, 1}, {"dro", {"mobs:fence_wood"}, 10}, {"dro", {"mobs:fence_top"}, 12}, - {"lig"}, + {"lig"} }) end diff --git a/mod.conf b/mod.conf index f3a3ad7..1760bd4 100644 --- a/mod.conf +++ b/mod.conf @@ -1 +1,4 @@ name = mobs +depends = +optional_depends = default, tnt, dye, farming, invisibility, intllib, lucky_block, cmi, toolranks, pathfinder +description = Adds a mob api for mods to add animals or monsters etc. diff --git a/mount.lua b/mount.lua index d1f5841..eec1ab9 100644 --- a/mount.lua +++ b/mount.lua @@ -1,9 +1,7 @@ - -- lib_mount by Blert2112 (edited by TenPlus1) -local enable_crash = false -local crash_threshold = 6.5 -- ignored if enable_crash=false - +local abs, cos, floor, sin, sqrt, pi = + math.abs, math.cos, math.floor, math.sin, math.sqrt, math.pi ------------------------------------------------------------------------------ -- @@ -11,7 +9,6 @@ -- local node_ok = function(pos, fallback) - fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) @@ -49,28 +46,26 @@ local function get_sign(i) - i = i or 0 if i == 0 then return 0 else - return i / math.abs(i) + return i / abs(i) end end local function get_velocity(v, yaw, y) - - local x = -math.sin(yaw) * v - local z = math.cos(yaw) * v + local x = -sin(yaw) * v + local z = cos(yaw) * v return {x = x, y = y, z = z} end local function get_v(v) - return math.sqrt(v.x * v.x + v.z * v.z) + return sqrt(v.x * v.x + v.z * v.z) end @@ -84,29 +79,29 @@ local entity = attached_to:get_luaentity() - if entity.driver + if entity and entity.driver and entity.driver == player then - entity.driver = nil end player:set_detach() - default.player_attached[player:get_player_name()] = false + player_api.player_attached[player:get_player_name()] = false player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) - default.player_set_animation(player, "stand" , 30) - player:set_properties({visual_size = {x = 1, y = 1} }) + player_api.set_animation(player, "stand", 30) + player:set_properties({visual_size = {x = 1, y = 1}}) end ------------------------------------------------------------------------------- - minetest.register_on_leaveplayer(function(player) force_detach(player) end) minetest.register_on_shutdown(function() + local players = minetest.get_connected_players() + for i = 1, #players do force_detach(players[i]) end @@ -119,9 +114,42 @@ ------------------------------------------------------------------------------- +-- Just for correct detaching +local function find_free_pos(pos) + + local check = { + {x = 1, y = 0, z = 0}, + {x = 1, y = 1, z = 0}, + {x = -1, y = 0, z = 0}, + {x = -1, y = 1, z = 0}, + {x = 0, y = 0, z = 1}, + {x = 0, y = 1, z = 1}, + {x = 0, y = 0, z = -1}, + {x = 0, y = 1, z = -1} + } + + for _, c in pairs(check) do + + local npos = {x = pos.x + c.x, y = pos.y + c.y, z = pos.z + c.z} + local node = minetest.get_node_or_nil(npos) + + if node and node.name then + + local def = minetest.registered_nodes[node.name] + + if def and not def.walkable and + def.liquidtype == "none" then + return npos + end + end + end + + return pos +end + +------------------------------------------------------------------------------- + function mobs.attach(entity, player) - - local attach_at, eye_offset = {}, {} entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0} entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0} @@ -131,17 +159,18 @@ local rot_view = 0 if entity.player_rotation.y == 90 then - rot_view = math.pi/2 - end - - attach_at = entity.driver_attach_at - eye_offset = entity.driver_eye_offset + rot_view = pi / 2 + end + + local attach_at = entity.driver_attach_at + local eye_offset = entity.driver_eye_offset + entity.driver = player force_detach(player) player:set_attach(entity.object, "", attach_at, entity.player_rotation) - default.player_attached[player:get_player_name()] = true + player_api.player_attached[player:get_player_name()] = true player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0}) player:set_properties({ @@ -152,36 +181,40 @@ }) minetest.after(0.2, function() - default.player_set_animation(player, "sit" , 30) + + if player and player:is_player() then + player_api.set_animation(player, "sit", 30) + end end) - --player:set_look_yaw(entity.object:get_yaw() - rot_view) player:set_look_horizontal(entity.object:get_yaw() - rot_view) end -function mobs.detach(player, offset) - +function mobs.detach(player) force_detach(player) - default.player_set_animation(player, "stand" , 30) - - local pos = player:get_pos() - - pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} - minetest.after(0.1, function() - player:set_pos(pos) + + if player and player:is_player() then + + local pos = find_free_pos(player:get_pos()) + + pos.y = pos.y + 0.5 + + player:set_pos(pos) + end end) end function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) - local rot_steer, rot_view = math.pi/2, 0 + local yaw = entity.object:get_yaw() or 0 + local rot_view = 0 if entity.player_rotation.y == 90 then - rot_steer, rot_view = 0, math.pi/2 + rot_view = pi / 2 end local acce_y = 0 @@ -192,8 +225,6 @@ -- process controls if entity.driver then ---print ("---velo", get_v(velo)) - local ctrl = entity.driver:get_player_control() -- move forwards @@ -211,33 +242,54 @@ entity.v = entity.v - entity.accel / 10 end - -- fix mob rotation - entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate) + -- mob rotation + local horz + + if entity.alt_turn == true then + + horz = yaw + + if ctrl.left then + horz = horz + 0.05 + + elseif ctrl.right then + horz = horz - 0.05 + end + else + horz = entity.driver:get_look_horizontal() or 0 + end + + entity.object:set_yaw(horz - entity.rotate) if can_fly then - -- fly up if ctrl.jump then + velo.y = velo.y + 1 + if velo.y > entity.accel then velo.y = entity.accel end elseif velo.y > 0 then + velo.y = velo.y - 0.1 + if velo.y < 0 then velo.y = 0 end end -- fly down if ctrl.sneak then + velo.y = velo.y - 1 + if velo.y < -entity.accel then velo.y = -entity.accel end elseif velo.y < 0 then + velo.y = velo.y + 0.1 + if velo.y > 0 then velo.y = 0 end end - else - -- jump if ctrl.jump then @@ -246,7 +298,6 @@ acce_y = acce_y + (acce_y * 3) + 1 end end - end end @@ -259,7 +310,7 @@ return end - + -- set moving animation if moving_anim then mobs:set_animation(entity, moving_anim) @@ -274,6 +325,7 @@ entity.object:set_velocity({x = 0, y = 0, z = 0}) entity.v = 0 + return end @@ -284,14 +336,16 @@ max_spd = entity.max_speed_forward end - if math.abs(entity.v) > max_spd then + if abs(entity.v) > max_spd then entity.v = entity.v - get_sign(entity.v) end -- Set position, velocity and acceleration local p = entity.object:get_pos() - local new_velo = {x = 0, y = 0, z = 0} - local new_acce = {x = 0, y = -9.8, z = 0} + + if not p then return end + + local new_acce = {x = 0, y = -9.81, z = 0} p.y = p.y - 0.5 @@ -315,7 +369,7 @@ minetest.sound_play("default_punch", { object = entity.object, max_hear_distance = 5 - }) + }, true) entity.object:punch(entity.object, 1.0, { full_punch_interval = 1.0, @@ -326,8 +380,9 @@ end end - if entity.terrain_type == 2 - or entity.terrain_type == 3 then + local terrain_type = entity.terrain_type + + if terrain_type == 2 or terrain_type == 3 then new_acce.y = 0 p.y = p.y + 1 @@ -342,9 +397,13 @@ new_acce.y = 5 end else - if math.abs(velo.y) < 1 then + if abs(velo.y) < 1 then + local pos = entity.object:get_pos() - pos.y = math.floor(pos.y) + 0.5 + + if not pos then return end + + pos.y = floor(pos.y) + 0.5 entity.object:set_pos(pos) velo.y = 0 end @@ -354,46 +413,26 @@ end end - new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y) + local new_velo = get_velocity(v, yaw - rot_view, velo.y) + new_acce.y = new_acce.y + acce_y entity.object:set_velocity(new_velo) entity.object:set_acceleration(new_acce) - -- CRASH! - if enable_crash then - - local intensity = entity.v2 - v - - if intensity >= crash_threshold then - ---print("----------- crash", intensity) - - entity.object:punch(entity.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = intensity} - }, nil) - - end - end - entity.v2 = v end -- directional flying routine by D00Med (edited by TenPlus1) - -function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) +function mobs.fly(entity, _, speed, shoots, arrow, moving_anim, stand_anim) local ctrl = entity.driver:get_player_control() local velo = entity.object:get_velocity() local dir = entity.driver:get_look_dir() local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands - local rot_steer, rot_view = math.pi / 2, 0 - - if entity.player_rotation.y == 90 then - rot_steer, rot_view = 0, math.pi / 2 - end + +if not ctrl or not velo then return end if ctrl.up then entity.object:set_velocity({ @@ -403,9 +442,10 @@ }) elseif ctrl.down then + entity.object:set_velocity({ x = -dir.x * speed, - y = dir.y * speed + 2, + y = dir.y * speed + 2, z = -dir.z * speed }) @@ -413,7 +453,7 @@ entity.object:set_velocity({x = 0, y = -2, z = 0}) end - entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate) + entity.object:set_yaw(yaw + pi + pi / 2 - entity.rotate) -- firing arrows if ctrl.LMB and ctrl.sneak and shoots then @@ -425,12 +465,16 @@ z = pos.z + 0 + dir.z * 2.5}, arrow) local ent = obj:get_luaentity() + if ent then + ent.switch = 1 -- for mob specific arrows ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6} - local yaw = entity.driver:get_look_horizontal() - obj:set_yaw(yaw + math.pi / 2) + + yaw = entity.driver:get_look_horizontal() + + obj:set_yaw(yaw + pi / 2) obj:set_velocity(vec) else obj:remove() @@ -439,7 +483,6 @@ -- change animation if stopped if velo.x == 0 and velo.y == 0 and velo.z == 0 then - mobs:set_animation(entity, stand_anim) else -- moving animation diff --git a/readme.MD b/readme.MD index 5066d82..d0f062f 100644 --- a/readme.MD +++ b/readme.MD @@ -1,83 +1,93 @@ - -MOBS REDO for MINETEST - -Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. - - -This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. - - -https://forum.minetest.net/viewtopic.php?f=11&t=9917 - - -Crafts: - - - Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name. - - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. - - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. - - Shears are used to right-click sheep and return 1-3 wool. - - Protection Rune lets you protect tamed mobs from harm by other players - - Mob Fence and Fence Top (to stop mobs escaping/glitching through fences) - -Lucky Blocks: 9 - - -Changelog: -- 1.47- Mob damage changes, min and max light level for damage added, ignition sources checked for lava damage -- 1.46- Mobs only drop rare items when killed by player (drops.min = 0 makes them rare), code tweak, pathfinding no longer sees through walkable nodes -- 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe -- 1.44- Added ToolRanks support for swords when attacking mobs -- 1.43- Better 0.4.16 compatibility, added general attack function and settings -- 1.42- Added "all" option to immune_to table, tidied floating mobs to be less intensive -- 1.41- Mob pathfinding has been updated thanks to Elkien3 -- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. -- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob -- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage -- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 -- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked -- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack -- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) -- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 -- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs -- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. -- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code -- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod -- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) -- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. -- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) -- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. -- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) -- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) -- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner -- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) -- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error -- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick -- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first -- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added -- 1.16- Mobs follow multiple items now, Npc's can breed -- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. -- 1.14- All .self variables saved in staticdata, Fixed self.health bug -- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's -- 1.12- Added animal ownership so that players cannot steal your tamed animals -- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy -- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. -- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals -- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added -- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables -- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop -- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) -- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten -- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) -- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. -- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions -- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items -- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) -- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked -- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound -- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes -- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block -- 0.5 - Mobs now float in water, die from falling, and some code improvements -- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) -- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) -- 0.2 - Cooking bucket of milk into cheese now returns empty bucket -- 0.1 - Initial Release + +MOBS REDO for MINETEST + +Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. + + +This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. + + +https://forum.minetest.net/viewtopic.php?f=11&t=9917 + + +Crafts: + + - Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name. + - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. + - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. + - Shears are used to right-click sheep and return 1-3 wool. + - Protection Rune lets you protect tamed mobs from harm by other players + - Mob Fence and Fence Top (to stop mobs escaping/glitching through fences) + +Lucky Blocks: 9 + + +Changelog: +- 1.56 - Added arrow_override function to mob definition to tweak arrow entity settings, tamed monsters no longer despawn when outside loaded map area. +- 1.55 - Add 'peaceful_player' privelage and setting so mobs don't attack specific players (thanks sfence), add support for MarkBu's pathfinder mod, remove need for default mod +- 1.54 - Simplified animal breeding function, added editable settings (thanks Wuzzy), Child mobs now take 20 mins to grow up, reverted to simple mob spawning with setting to use area checks, on_flop added, air_damage added. +- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded. +- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game, +(default is 0 for unlimited), removed {immortal} from mob armor, fluid viscocity slows mobs +- 1.51 - Added some node checks for dangerous nodes, jumping and falling tweaks, spawn area check (thx for idea wuzzy), re-enabled mob suffocation, add 'mob_nospawn_range' setting +- 1.50 - Added new line_of_sight function that uses raycasting if mt5.0 is found, (thanks Astrobe), dont spawn mobs if world anchor nearby (technic or simple_anchor mods), chinese local added +- 1.49- Added mobs:force_capture(self, player) function, api functions now use metatables thanks to bell07 +- 1.48- Add mobs:set_velocity(self, velocity) global function +- 1.47- Mob damage changes, min and max light level for damage added, ignition sources checked for lava damage +- 1.46- Mobs only drop rare items when killed by player (drops.min = 0 makes them rare), code tweak, pathfinding no longer sees through walkable nodes +- 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe +- 1.44- Added ToolRanks support for swords when attacking mobs +- 1.43- Better 0.4.16 compatibility, added general attack function and settings +- 1.42- Added "all" option to immune_to table, tidied floating mobs to be less intensive +- 1.41- Mob pathfinding has been updated thanks to Elkien3 +- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. +- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob +- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage +- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 +- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked +- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack +- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) +- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 +- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs +- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. +- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code +- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod +- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) +- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. +- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) +- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. +- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) +- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) +- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner +- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) +- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error +- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick +- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first +- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added +- 1.16- Mobs follow multiple items now, Npc's can breed +- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. +- 1.14- All .self variables saved in staticdata, Fixed self.health bug +- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's +- 1.12- Added animal ownership so that players cannot steal your tamed animals +- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy +- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. +- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals +- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added +- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables +- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop +- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) +- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten +- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) +- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. +- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions +- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items +- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) +- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked +- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound +- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes +- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block +- 0.5 - Mobs now float in water, die from falling, and some code improvements +- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) +- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) +- 0.2 - Cooking bucket of milk into cheese now returns empty bucket +- 0.1 - Initial Release diff --git a/settingtypes.txt b/settingtypes.txt index 0821437..dae580d 100644 --- a/settingtypes.txt +++ b/settingtypes.txt @@ -13,6 +13,9 @@ # If false then Mobs no longer spawn inside player protected areas mobs_spawn_protected (Spawn Mobs in protected areas) bool true +# If false then Monsters no longer spawn inside player protected areas +mobs_spawn_monster_protected (Spawn Monsters in protected areas) bool true + # If true Mobs will be removed once a map chunk is out of view remove_far_mobs (Remove far Mobs) bool true @@ -27,3 +30,18 @@ # When false Mob no longer drop items when killed mobs_drop_items (Mob drops) bool true + +# Sets minimum distance around player that mobs cannot spawn +mob_nospawn_range (Mob no-spawn range) float 12.0 + +# Sets maximum number of active mobs in game (0 for unlimited) +mob_active_limit (Mob Active Limit) float 0 + +# Enables area check when spawning mobs +mob_area_spawn (Mob Area Spawn) bool false + +# Enable peaceful player attack prevention +enable_peaceful_player (Mobs do not attack peaceful player without reason) bool false + +# Enable mobs smooth rotation +mob_smooth_rotate (Smooth rotation for mobs) bool true diff --git a/spawner.lua b/spawner.lua index ca75dee..bfcdcba 100644 --- a/spawner.lua +++ b/spawner.lua @@ -1,11 +1,9 @@ --- intllib -local MP = minetest.get_modpath(minetest.get_current_modname()) -local S, NS = dofile(MP .. "/intllib.lua") +local S = mobs.intllib -- mob spawner -local spawner_default = "mobs_animal:pumba 10 15 0 0" +local spawner_default = "mobs_animal:pumba 10 15 0 0 0" minetest.register_node("mobs:spawner", { tiles = {"mob_spawner.png"}, @@ -19,9 +17,17 @@ local meta = minetest.get_meta(pos) + -- setup formspec + local head = S("(mob name) (min light) (max light) (amount)" + .. " (player distance) (Y offset)") + -- text entry formspec meta:set_string("formspec", - "field[text;" .. S("Mob MinLight MaxLight Amount PlayerDist") .. ";${command}]") + "size[10,3.5]" + .. "label[0.15,0.5;" .. minetest.formspec_escape(head) .. "]" + .. "field[1,2.5;8.5,0.8;text;" .. S("Command:") + .. ";${command}]") + meta:set_string("infotext", S("Spawner Not Active (enter settings)")) meta:set_string("command", spawner_default) end, @@ -55,11 +61,11 @@ local pla = tonumber(comm[5]) -- player distance (0 to disable) local yof = tonumber(comm[6]) or 0 -- Y offset to spawn mob - if mob and mob ~= "" and mobs.spawning_mobs[mob] == true + if mob and mob ~= "" and mobs.spawning_mobs[mob] and num and num >= 0 and num <= 10 and mlig and mlig >= 0 and mlig <= 15 and xlig and xlig >= 0 and xlig <= 15 - and pla and pla >=0 and pla <= 20 + and pla and pla >= 0 and pla <= 20 and yof and yof > -10 and yof < 10 then meta:set_string("command", fields.text) @@ -68,9 +74,9 @@ else minetest.chat_send_player(name, S("Mob Spawner settings failed!")) minetest.chat_send_player(name, - S("Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”")) + S("Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”")) end - end, + end }) @@ -117,10 +123,10 @@ -- check objects inside 9x9 area around spawner local objs = minetest.get_objects_inside_radius(pos, 9) local count = 0 - local ent = nil + local ent -- count mob objects of same type in area - for k, obj in ipairs(objs) do + for _, obj in ipairs(objs) do ent = obj:get_luaentity() @@ -138,9 +144,9 @@ if pla > 0 then local in_range = 0 - local objs = minetest.get_objects_inside_radius(pos, pla) + local objsp = minetest.get_objects_inside_radius(pos, pla) - for _,oir in pairs(objs) do + for _, oir in pairs(objsp) do if oir:is_player() then @@ -156,11 +162,17 @@ end end + -- set medium mob usually spawns in (defaults to air) + local reg = minetest.registered_entities[mob].fly_in + + if not reg or type(reg) == "string" then + reg = {(reg or "air")} + end + -- find air blocks within 5 nodes of spawner local air = minetest.find_nodes_in_area( {x = pos.x - 5, y = pos.y + yof, z = pos.z - 5}, - {x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, - {"air"}) + {x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, reg) -- spawn in random air block if air and #air > 0 then @@ -176,6 +188,5 @@ minetest.add_entity(pos2, mob) end end - end }) diff --git a/textures/mobs_meat_bottom.png b/textures/mobs_meat_bottom.png new file mode 100644 index 0000000..351c16f Binary files /dev/null and b/textures/mobs_meat_bottom.png differ diff --git a/textures/mobs_meat_side.png b/textures/mobs_meat_side.png new file mode 100644 index 0000000..10dac08 Binary files /dev/null and b/textures/mobs_meat_side.png differ diff --git a/textures/mobs_meat_top.png b/textures/mobs_meat_top.png new file mode 100644 index 0000000..0058e6a Binary files /dev/null and b/textures/mobs_meat_top.png differ diff --git a/textures/mobs_protector2.png b/textures/mobs_protector2.png new file mode 100644 index 0000000..8c5a17e Binary files /dev/null and b/textures/mobs_protector2.png differ