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--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
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-- ENDERMAN BEHAVIOUR (OLD):
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-- In this game, endermen attack the player on sight, like other monsters do.
-- However, they have a reduced viewing range to make them less dangerous.
-- This differs from MC, in which endermen only become hostile when provoked,
-- and they are provoked by looking directly at them.
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-- Rootyjr
-----------------------------
-- implemented ability to detect when seen / break eye contact and aggressive response
-- implemented teleport to avoid arrows.
-- implemented teleport to avoid rain.
-- implemented teleport to chase.
-- added enderman particles.
-- drew mcl_portal_particle1.png
-- drew mcl_portal_particle2.png
-- drew mcl_portal_particle3.png
-- drew mcl_portal_particle4.png
-- drew mcl_portal_particle5.png
-- added rain damage.
-- fixed the grass_with_dirt issue.
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local S = minetest.get_translator ( " mobs_mc " )
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local telesound = function ( pos , is_source )
local snd
if is_source then
snd = " mobs_mc_enderman_teleport_src "
else
snd = " mobs_mc_enderman_teleport_dst "
end
minetest.sound_play ( snd , { pos = pos , max_hear_distance = 16 } , true )
end
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--###################
--################### ENDERMAN
--###################
local pr = PseudoRandom ( os.time ( ) * ( - 334 ) )
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-- How freqeuntly to take and place blocks, in seconds
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local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
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-- Create the textures table for the enderman, depending on which kind of block
-- the enderman holds (if any).
local create_enderman_textures = function ( block_type , itemstring )
local base = " mobs_mc_enderman.png^mobs_mc_enderman_eyes.png "
--[[ Order of the textures in the texture table:
Flower , 90 degrees
Flower , 45 degrees
Held block , backside
Held block , bottom
Held block , front
Held block , left
Held block , right
Held block , top
Enderman texture ( base )
] ]
-- Regular cube
if block_type == " cube " then
local tiles = minetest.registered_nodes [ itemstring ] . tiles
local textures = { }
local last
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if mobs_mc.enderman_block_texture_overrides [ itemstring ] then
-- Texture override available? Use these instead!
textures = mobs_mc.enderman_block_texture_overrides [ itemstring ]
else
-- Extract the texture names
for i = 1 , 6 do
if type ( tiles [ i ] ) == " string " then
last = tiles [ i ]
elseif type ( tiles [ i ] ) == " table " then
if tiles [ i ] . name then
last = tiles [ i ] . name
end
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end
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table.insert ( textures , last )
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end
end
return {
" blank.png " ,
" blank.png " ,
textures [ 5 ] ,
textures [ 2 ] ,
textures [ 6 ] ,
textures [ 3 ] ,
textures [ 4 ] ,
textures [ 1 ] ,
base , -- Enderman texture
}
-- Node of plantlike drawtype, 45° (recommended)
elseif block_type == " plantlike45 " then
local textures = minetest.registered_nodes [ itemstring ] . tiles
return {
" blank.png " ,
textures [ 1 ] ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
base ,
}
-- Node of plantlike drawtype, 90°
elseif block_type == " plantlike90 " then
local textures = minetest.registered_nodes [ itemstring ] . tiles
return {
textures [ 1 ] ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
base ,
}
elseif block_type == " unknown " then
return {
" blank.png " ,
" blank.png " ,
" unknown_node.png " ,
" unknown_node.png " ,
" unknown_node.png " ,
" unknown_node.png " ,
" unknown_node.png " ,
" unknown_node.png " ,
base , -- Enderman texture
}
-- No block held (for initial texture)
elseif block_type == " nothing " or block_type == nil then
return {
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
" blank.png " ,
base , -- Enderman texture
}
end
end
-- Select a new animation definition.
local select_enderman_animation = function ( animation_type )
-- Enderman holds a block
if animation_type == " block " then
return {
walk_speed = 25 ,
run_speed = 50 ,
stand_speed = 25 ,
stand_start = 200 ,
stand_end = 200 ,
walk_start = 161 ,
walk_end = 200 ,
run_start = 161 ,
run_end = 200 ,
punch_start = 121 ,
punch_end = 160 ,
}
-- Enderman doesn't hold a block
elseif animation_type == " normal " or animation_type == nil then
return {
walk_speed = 25 ,
run_speed = 50 ,
stand_speed = 25 ,
stand_start = 40 ,
stand_end = 80 ,
walk_start = 0 ,
walk_end = 40 ,
run_start = 0 ,
run_end = 40 ,
punch_start = 81 ,
punch_end = 120 ,
}
end
end
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local mobs_griefing = minetest.settings : get_bool ( " mobs_griefing " ) ~= false
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mobs : register_mob ( " mobs_mc:enderman " , {
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type = " monster " ,
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spawn_class = " passive " ,
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passive = true ,
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pathfinding = 1 ,
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hp_min = 40 ,
hp_max = 40 ,
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xp_min = 5 ,
xp_max = 5 ,
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collisionbox = { - 0.3 , - 0.01 , - 0.3 , 0.3 , 2.89 , 0.3 } ,
visual = " mesh " ,
mesh = " mobs_mc_enderman.b3d " ,
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textures = create_enderman_textures ( ) ,
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visual_size = { x = 3 , y = 3 } ,
makes_footstep_sound = true ,
sounds = {
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-- TODO: Custom war cry sound
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war_cry = " mobs_sandmonster " ,
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death = { name = " mobs_mc_enderman_death " , gain = 0.7 } ,
damage = { name = " mobs_mc_enderman_hurt " , gain = 0.5 } ,
random = { name = " mobs_mc_enderman_random " , gain = 0.5 } ,
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distance = 16 ,
} ,
walk_velocity = 0.2 ,
run_velocity = 3.4 ,
damage = 7 ,
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reach = 2 ,
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drops = {
{ name = mobs_mc.items . ender_pearl ,
chance = 1 ,
min = 0 ,
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max = 1 ,
looting = " common " } ,
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} ,
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animation = select_enderman_animation ( " normal " ) ,
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_taken_node = " " ,
do_custom = function ( self , dtime )
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-- PARTICLE BEHAVIOUR HERE.
local enderpos = self.object : get_pos ( )
local chanceOfParticle = math.random ( 0 , 1 )
if chanceOfParticle == 1 then
minetest.add_particle ( {
pos = { x = enderpos.x + math.random ( - 1 , 1 ) * math.random ( ) / 2 , y = enderpos.y + math.random ( 0 , 3 ) , z = enderpos.z + math.random ( - 1 , 1 ) * math.random ( ) / 2 } ,
velocity = { x = math.random ( - .25 , .25 ) , y = math.random ( - .25 , .25 ) , z = math.random ( - .25 , .25 ) } ,
acceleration = { x = math.random ( - .5 , .5 ) , y = math.random ( - .5 , .5 ) , z = math.random ( - .5 , .5 ) } ,
expirationtime = math.random ( ) ,
size = math.random ( ) ,
collisiondetection = true ,
vertical = false ,
texture = " mcl_portals_particle " .. math.random ( 1 , 5 ) .. " .png " ,
} )
end
-- RAIN DAMAGE / EVASIVE WARP BEHAVIOUR HERE.
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local dim = mcl_worlds.pos_to_dimension ( enderpos )
if dim == " overworld " then
if mcl_weather.state == " rain " or mcl_weather.state == " lightning " then
local damage = true
local enderpos = self.object : get_pos ( )
enderpos.y = enderpos.y + 2.89
local height = { x = enderpos.x , y = enderpos.y + 512 , z = enderpos.z }
local ray = minetest.raycast ( enderpos , height , true )
-- Check for blocks above enderman.
for pointed_thing in ray do
if pointed_thing.type == " node " then
local nn = minetest.get_node ( minetest.get_pointed_thing_position ( pointed_thing ) ) . name
local def = minetest.registered_nodes [ nn ]
if ( not def ) or def.walkable then
-- There's a node in the way. Delete arrow without damage
damage = false
break
end
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end
end
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if damage == true then
self.state = " "
--rain hurts enderman
self.object : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = self._damage } ,
} , nil )
--randomly teleport hopefully under something.
self : teleport ( nil )
end
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end
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else return end
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-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
if self.state == " attack " then
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--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
--self:teleport(nil)
--self.state = ""
--else
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if self.attack then
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local target = self.attack
local pos = target : get_pos ( )
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if pos ~= nil then
if vector.distance ( self.object : get_pos ( ) , target : get_pos ( ) ) > 10 then
self : teleport ( target )
end
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end
end
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--end
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end
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-- ARROW / DAYTIME PEOPLE AVOIDANCE BEHAVIOUR HERE.
-- Check for arrows and people nearby.
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local enderpos = self.object : get_pos ( )
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enderpos.y = enderpos.y + 1.5
local objs = minetest.get_objects_inside_radius ( enderpos , 2 )
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for n = 1 , # objs do
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local obj = objs [ n ]
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if obj then
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if minetest.is_player ( obj ) then
-- Warp from players during day.
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--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil)
--end
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else
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local lua = obj : get_luaentity ( )
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if lua then
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if lua.name == " mcl_bows:arrow_entity " or lua.name == " mcl_throwing:snowball_entity " then
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self : teleport ( nil )
end
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end
end
end
end
-- PROVOKED BEHAVIOUR HERE.
local enderpos = self.object : get_pos ( )
if self.provoked == " broke_contact " then
self.provoked = " false "
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--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil)
-- self.state = ""
--else
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if self.attack ~= nil then
self.state = ' attack '
end
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--end
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end
-- Check to see if people are near by enough to look at us.
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for _ , obj in pairs ( minetest.get_connected_players ( ) ) do
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--check if they are within radius
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local player_pos = obj : get_pos ( )
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if player_pos then -- prevent crashing in 1 in a million scenario
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local ender_distance = vector.distance ( enderpos , player_pos )
if ender_distance <= 64 then
-- Check if they are looking at us.
local look_dir_not_normalized = obj : get_look_dir ( )
local look_dir = vector.normalize ( look_dir_not_normalized )
local player_eye_height = obj : get_properties ( ) . eye_height
--skip player if they have no data - log it
if not player_eye_height then
minetest.log ( " error " , " Enderman at location: " .. dump ( enderpos ) .. " has indexed a null player! " )
goto continue
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end
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--calculate very quickly the exact location the player is looking
--within the distance between the two "heads" (player and enderman)
local look_pos = vector.new ( player_pos.x , player_pos.y + player_eye_height , player_pos.z )
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local look_pos_base = look_pos
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local ender_eye_pos = vector.new ( enderpos.x , enderpos.y + 2.75 , enderpos.z )
local eye_distance_from_player = vector.distance ( ender_eye_pos , look_pos )
look_pos = vector.add ( look_pos , vector.multiply ( look_dir , eye_distance_from_player ) )
--if looking in general head position, turn hostile
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if minetest.line_of_sight ( ender_eye_pos , look_pos_base ) and vector.distance ( look_pos , ender_eye_pos ) <= 0.4 then
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self.provoked = " staring "
self.attack = minetest.get_player_by_name ( obj : get_player_name ( ) )
break
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else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
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if self.provoked == " staring " then
self.provoked = " broke_contact "
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end
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end
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:: continue :: -- this is a sweep over statement, this can be used to continue even when errors occurred
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end
end
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end
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-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
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if not mobs_griefing then
return
end
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-- Take and put nodes
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if not self._take_place_timer or not self._next_take_place_time then
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self._take_place_timer = 0
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self._next_take_place_time = math.random ( take_frequency_min , take_frequency_max )
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return
end
self._take_place_timer = self._take_place_timer + dtime
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if ( self._taken_node == nil or self._taken_node == " " ) and self._take_place_timer >= self._next_take_place_time then
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-- Take random node
self._take_place_timer = 0
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self._next_take_place_time = math.random ( place_frequency_min , place_frequency_max )
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local pos = self.object : get_pos ( )
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local takable_nodes = minetest.find_nodes_in_area_under_air ( { x = pos.x - 2 , y = pos.y - 1 , z = pos.z - 2 } , { x = pos.x + 2 , y = pos.y + 1 , z = pos.z + 2 } , mobs_mc.enderman_takable )
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if # takable_nodes >= 1 then
local r = pr : next ( 1 , # takable_nodes )
local take_pos = takable_nodes [ r ]
local node = minetest.get_node ( take_pos )
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-- Don't destroy protected stuff.
if not minetest.is_protected ( take_pos , " " ) then
local dug = minetest.dig_node ( take_pos )
if dug then
if mobs_mc.enderman_replace_on_take [ node.name ] then
self._taken_node = mobs_mc.enderman_replace_on_take [ node.name ]
else
self._taken_node = node.name
end
local def = minetest.registered_nodes [ self._taken_node ]
-- Update animation and texture accordingly (adds visibly carried block)
local block_type
-- Cube-shaped
if def.drawtype == " normal " or
def.drawtype == " nodebox " or
def.drawtype == " liquid " or
def.drawtype == " flowingliquid " or
def.drawtype == " glasslike " or
def.drawtype == " glasslike_framed " or
def.drawtype == " glasslike_framed_optional " or
def.drawtype == " allfaces " or
def.drawtype == " allfaces_optional " or
def.drawtype == nil then
block_type = " cube "
elseif def.drawtype == " plantlike " then
-- Flowers and stuff
block_type = " plantlike45 "
elseif def.drawtype == " airlike " then
-- Just air
block_type = nil
else
-- Fallback for complex drawtypes
block_type = " unknown "
end
self.base_texture = create_enderman_textures ( block_type , self._taken_node )
self.object : set_properties ( { textures = self.base_texture } )
self.animation = select_enderman_animation ( " block " )
mobs : set_animation ( self , self.animation . current )
if def.sounds and def.sounds . dug then
minetest.sound_play ( def.sounds . dug , { pos = take_pos , max_hear_distance = 16 } , true )
end
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end
end
end
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elseif self._taken_node ~= nil and self._taken_node ~= " " and self._take_place_timer >= self._next_take_place_time then
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-- Place taken node
self._take_place_timer = 0
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self._next_take_place_time = math.random ( take_frequency_min , take_frequency_max )
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local pos = self.object : get_pos ( )
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local yaw = self.object : get_yaw ( )
-- Place node at looking direction
local place_pos = vector.subtract ( pos , minetest.facedir_to_dir ( minetest.dir_to_facedir ( minetest.yaw_to_dir ( yaw ) ) ) )
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-- Also check to see if protected.
if minetest.get_node ( place_pos ) . name == " air " and not minetest.is_protected ( place_pos , " " ) then
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-- ... but only if there's a free space
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local success = minetest.place_node ( place_pos , { name = self._taken_node } )
if success then
local def = minetest.registered_nodes [ self._taken_node ]
-- Update animation accordingly (removes visible block)
self.animation = select_enderman_animation ( " normal " )
mobs : set_animation ( self , self.animation . current )
if def.sounds and def.sounds . place then
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minetest.sound_play ( def.sounds . place , { pos = place_pos , max_hear_distance = 16 } , true )
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end
self._taken_node = " "
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end
end
end
end ,
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do_teleport = function ( self , target )
if target ~= nil then
local target_pos = target : get_pos ( )
-- Find all solid nodes below air in a 10× 10× 10 cuboid centered on the target
local nodes = minetest.find_nodes_in_area_under_air ( vector.subtract ( target_pos , 5 ) , vector.add ( target_pos , 5 ) , { " group:solid " , " group:cracky " , " group:crumbly " } )
local telepos
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if nodes ~= nil then
if # nodes > 0 then
-- Up to 64 attempts to teleport
for n = 1 , math.min ( 64 , # nodes ) do
local r = pr : next ( 1 , # nodes )
local nodepos = nodes [ r ]
local node_ok = true
-- Selected node needs to have 3 nodes of free space above
for u = 1 , 3 do
local node = minetest.get_node ( { x = nodepos.x , y = nodepos.y + u , z = nodepos.z } )
if minetest.registered_nodes [ node.name ] . walkable then
node_ok = false
break
end
end
if node_ok then
telepos = { x = nodepos.x , y = nodepos.y + 1 , z = nodepos.z }
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end
end
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if telepos then
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telesound ( self.object : get_pos ( ) , false )
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self.object : set_pos ( telepos )
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telesound ( telepos , true )
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end
end
end
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else
-- Attempt to randomly teleport enderman
local pos = self.object : get_pos ( )
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-- Up to 8 top-level attempts to teleport
for n = 1 , 8 do
local node_ok = false
-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
local randomCube = vector.new ( pos.x + 8 * ( pr : next ( 0 , 16 ) - 8 ) , pos.y + 8 * ( pr : next ( 0 , 16 ) - 8 ) , pos.z + 8 * ( pr : next ( 0 , 16 ) - 8 ) )
local nodes = minetest.find_nodes_in_area_under_air ( vector.subtract ( randomCube , 4 ) , vector.add ( randomCube , 4 ) , { " group:solid " , " group:cracky " , " group:crumbly " } )
if nodes ~= nil then
if # nodes > 0 then
-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
for n = 1 , math.min ( 8 , # nodes ) do
local r = pr : next ( 1 , # nodes )
local nodepos = nodes [ r ]
node_ok = true
for u = 1 , 3 do
local node = minetest.get_node ( { x = nodepos.x , y = nodepos.y + u , z = nodepos.z } )
if minetest.registered_nodes [ node.name ] . walkable then
node_ok = false
break
end
end
if node_ok then
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telesound ( self.object : get_pos ( ) , false )
local telepos = { x = nodepos.x , y = nodepos.y + 1 , z = nodepos.z }
self.object : set_pos ( telepos )
telesound ( telepos , true )
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break
end
end
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end
end
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if node_ok then
break
end
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end
end
end ,
on_die = function ( self , pos )
-- Drop carried node on death
if self._taken_node ~= nil and self._taken_node ~= " " then
minetest.add_item ( pos , self._taken_node )
end
end ,
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do_punch = function ( self , hitter , tflp , tool_caps , dir )
-- damage from rain caused by itself so we don't want it to attack itself.
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if hitter ~= self.object and hitter ~= nil then
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--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil)
--else
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if pr : next ( 1 , 8 ) == 8 then --FIXME: real mc rate
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self : teleport ( hitter )
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end
self.attack = hitter
self.state = " attack "
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--end
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end
end ,
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armor = { fleshy = 100 , water_vulnerable = 100 } ,
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water_damage = 8 ,
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view_range = 64 ,
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fear_height = 4 ,
attack_type = " dogfight " ,
} )
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-- End spawn
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mobs : spawn_specific ( " mobs_mc:enderman " , " end " , " ground " , 0 , minetest.LIGHT_MAX + 1 , 30 , 3000 , 12 , mobs_mc.spawn_height . end_min , mobs_mc.spawn_height . end_max )
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-- Overworld spawn
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mobs : spawn_specific ( " mobs_mc:enderman " , " overworld " , " ground " , 0 , 7 , 30 , 19000 , 2 , mobs_mc.spawn_height . overworld_min , mobs_mc.spawn_height . overworld_max )
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-- Nether spawn (rare)
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mobs : spawn_specific ( " mobs_mc:enderman " , " nether " , " ground " , 0 , 7 , 30 , 27500 , 4 , mobs_mc.spawn_height . nether_min , mobs_mc.spawn_height . nether_max )
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-- spawn eggs
mobs : register_egg ( " mobs_mc:enderman " , S ( " Enderman " ) , " mobs_mc_spawn_icon_enderman.png " , 0 )