Restructure on_step a bit
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@ -297,6 +297,8 @@ function mob_class:mob_activate(staticdata, def, dtime)
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end
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end
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-- main mob function
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function mob_class:on_step(dtime)
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self.lifetimer = self.lifetimer - dtime
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@ -315,7 +317,30 @@ function mob_class:on_step(dtime)
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if self:falling(pos) then return end
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self:check_suspend()
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self:check_aggro(dtime)
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self:check_water_flow()
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local yaw = 0
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if self:is_at_water_danger() and self.state ~= "attack" then
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if math.random(1, 10) <= 6 then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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else
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if self.move_in_group ~= false then
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self:check_herd(dtime)
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end
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end
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if self:is_at_cliff_or_danger() then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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end
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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@ -341,6 +366,15 @@ function mob_class:on_step(dtime)
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self:check_smooth_rotation()
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self:check_head_swivel()
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self:do_jump()
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self:set_armor_texture()
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self:check_runaway_from()
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self:monster_attack()
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self:npc_attack()
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self:check_breeding()
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self:check_aggro(dtime)
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-- run custom function (defined in mob lua file)
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if self.do_custom then
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@ -397,10 +431,6 @@ function mob_class:on_step(dtime)
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self:replace(pos)
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end
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self:monster_attack()
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self:npc_attack()
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self:check_breeding()
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if self:do_states(dtime) then
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return
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end
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@ -408,34 +438,6 @@ function mob_class:on_step(dtime)
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if not self.object:get_luaentity() then
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return false
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end
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self:do_jump()
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self:set_armor_texture()
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self:check_runaway_from()
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local yaw = 0
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if self:is_at_water_danger() and self.state ~= "attack" then
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if math.random(1, 10) <= 6 then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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else
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if self.move_in_group ~= false then
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self:check_herd(dtime)
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end
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end
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self:check_water_flow()
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if self:is_at_cliff_or_danger() then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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end
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end
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local timer = 0
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@ -552,9 +552,21 @@ function mob_class:check_for_death(cause, cmi_cause)
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return true
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end
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-- Deal light damage to mob, returns true if mob died
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function mob_class:deal_light_damage(pos, damage)
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if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
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self.health = self.health - damage
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mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
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if self:check_for_death("light", {type = "light"}) then
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return true
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end
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end
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end
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-- environmental damage (water, lava, fire, light etc.)
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function mob_class:do_env_damage()
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-- feed/tame text timer (so mob 'full' messages dont spam chat)
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if self.htimer > 0 then
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self.htimer = self.htimer - 1
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@ -580,19 +592,6 @@ function mob_class:do_env_damage()
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return true
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end
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-- Deal light damage to mob, returns true if mob died
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local function deal_light_damage(self, pos, damage)
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if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
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self.health = self.health - damage
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mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
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if self:check_for_death("light", {type = "light"}) then
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return true
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end
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end
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end
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local sunlight = 10
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if within_limits(pos,0) then
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sunlight = minetest.get_natural_light(pos, self.time_of_day)
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@ -600,7 +599,7 @@ function mob_class:do_env_damage()
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-- bright light harms mob
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if self.light_damage ~= 0 and (sunlight or 0) > 12 then
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if deal_light_damage(self, pos, self.light_damage) then
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if self:deal_light_damage(pos, self.light_damage) then
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return true
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end
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end
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@ -610,7 +609,7 @@ function mob_class:do_env_damage()
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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deal_light_damage(self, pos, self.sunlight_damage)
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self:deal_light_damage(pos, self.sunlight_damage)
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return true
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end
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end
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