local mob_class = mcl_mobs.mob_class local mob_class_meta = {__index = mcl_mobs.mob_class} local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs -- API for Mobs Redo: MineClone 2 Edition (MRM) local MAX_MOB_NAME_LENGTH = 30 local HORNY_TIME = 30 local HORNY_AGAIN_TIME = 300 local CHILD_GROW_TIME = 60*20 local DEATH_DELAY = 0.5 local DEFAULT_FALL_SPEED = -9.81*1.5 local FLOP_HEIGHT = 6 local FLOP_HOR_SPEED = 1.5 local PATHFINDING = "gowp" -- Localize local S = minetest.get_translator("mcl_mobs") local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48 local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local function mcl_log (message) if LOGGING_ON then mcl_util.mcl_log (message, "[Mobs]", true) end end -- Invisibility mod check mcl_mobs.invis = {} -- localize math functions local atann = math.atan local function atan(x) if not x or x ~= x then return 0 else return atann(x) end end -- Load settings local damage_enabled = minetest.settings:get_bool("enable_damage") 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 spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local remove_far = true local show_health = false -- Shows helpful debug info above each mob local mobs_debug = minetest.settings:get_bool("mobs_debug", false) local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) -- Peaceful mode message so players will know there are no monsters if minetest.settings:get_bool("only_peaceful_mobs", false) 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 local function dir_to_pitch(dir) --local dir2 = vector.normalize(dir) local xz = math.abs(dir.x) + math.abs(dir.z) return -math.atan2(-dir.y, xz) end -- default nodes local node_ice = "mcl_core:ice" local node_snowblock = "mcl_core:snowblock" local node_snow = "mcl_core:snow" mcl_mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt" minetest.register_chatcommand("clearmobs",{ privs={maphack=true}, params = "||", description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."), func=function(n,param) local p = minetest.get_player_by_name(n) local num=tonumber(param) for _,o in pairs(minetest.luaentities) do if o.is_mob then if param == "all" or ( param == "nametagged" and o.nametag ) or ( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or ( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then o.object:remove() end end end end}) minetest.register_on_leaveplayer(function(player) local pn = player:get_player_name() if not active_particlespawners[pn] then return end for _,m in pairs(active_particlespawners[pn]) do for k,v in pairs(m) do minetest.delete_particlespawner(v) end end active_particlespawners[pn] = nil end) function mob_class:player_in_active_range() for _,p in pairs(minetest.get_connected_players()) do if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. end end -- Return true if object is in view_range function mob_class:object_in_range(object) if not object then return false end local factor -- Apply view range reduction for special player armor if object:is_player() then local factors = mcl_armor.player_view_range_factors[object] factor = factors and factors[self.name] end -- Distance check local dist if factor and factor == 0 then return false elseif factor then dist = self.view_range * factor else dist = self.view_range end local p1, p2 = self.object:get_pos(), object:get_pos() return p1 and p2 and (vector.distance(p1, p2) <= dist) end -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mcl_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 -- execute current state (stand, walk, run, attacks) -- returns true if mob has died local do_states = function(self, dtime) --if self.can_open_doors then check_doors(self) end local yaw = self.object:get_yaw() or 0 if self.state == "stand" then if math.random(1, 4) == 1 then local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) local lp 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 and self.look_at_players then local vec = { x = lp.x - s.x, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw +math.pi end else yaw = yaw + math.random(-0.5, 0.5) end yaw = self:set_yaw( yaw, 8) end if self.order == "sit" then self:set_animation( "sit") self:set_velocity(0) else self:set_animation( "stand") self:set_velocity(0) end -- npc's ordered to stand stay standing if self.order == "stand" or self.order == "sleep" or self.order == "work" then else if self.walk_chance ~= 0 and self.facing_fence ~= true and math.random(1, 100) <= self.walk_chance and self:is_at_cliff_or_danger() == false then self:set_velocity(self.walk_velocity) self.state = "walk" self:set_animation( "walk") end end elseif self.state == PATHFINDING then self:check_gowp(dtime) 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) or self.breath_max ~= -1 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"}) elseif self.fire_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:fire"}) end local is_in_danger = false if lp then -- If mob in or on dangerous block, look for land if (self:is_node_dangerous(self.standing_in) or self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then is_in_danger = true -- If mob in or on dangerous block, look for land if is_in_danger then -- Better way to find shore - copied from upstream lp = minetest.find_nodes_in_area_under_air( {x = s.x - 5, y = s.y - 0.5, z = s.z - 5}, {x = s.x + 5, y = s.y + 1, z = s.z + 5}, {"group:solid"}) lp = #lp > 0 and lp[math.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) +math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw +math.pi end -- look towards land and move in that direction yaw = self:set_yaw( yaw, 6) self:set_velocity(self.walk_velocity) end end -- A danger is near but mob is not inside else -- Randomly turn if math.random(1, 100) <= 30 then yaw = yaw + math.random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end end yaw = self:set_yaw( yaw, 8) -- otherwise randomly turn elseif math.random(1, 100) <= 30 then yaw = yaw + math.random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end -- stand for great fall or danger or fence in front local cliff_or_danger = false if is_in_danger then cliff_or_danger = self:is_at_cliff_or_danger() end if self.facing_fence == true or cliff_or_danger or math.random(1, 100) <= 30 then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else self:set_velocity(self.walk_velocity) if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation( "fly") else self:set_animation( "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 self:is_at_cliff_or_danger() then self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else self:set_velocity( self.run_velocity) self:set_animation( "run") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then local s = self.object:get_pos() local p = self.attack:get_pos() or s -- stop attacking if player invisible or out of range if not self.attack or not self.attack:get_pos() or not self:object_in_range(self.attack) or self.attack:get_hp() <= 0 or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then self.state = "stand" self:set_velocity( 0) self:set_animation( "stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end -- calculate distance from mob and enemy local dist = vector.distance(p, s) if self.attack_type == "explode" then local vec = { x = p.x - s.x, z = p.z - s.z } yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if p.x > s.x then yaw = yaw +math.pi end yaw = self:set_yaw( yaw, 0, dtime) 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 self:line_of_sight( s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound("fuse", nil, false) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist >= self.explosiontimer_reset_radius or not self:line_of_sight( s, p, 2)) then self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self:remove_texture_mod("^[brighten") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < self.reach) then self:set_velocity( 0) else self:set_velocity( self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation( "run") else self:set_animation( "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:remove_texture_mod("^[brighten") else self:add_texture_mod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > self.explosion_timer then local pos = self.object:get_pos() if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object) else minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }, true) self:entity_physics(pos,entity_damage_radius) mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0) end mcl_burning.extinguish(self.object) self.object:remove() return true end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy) or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then if self.fly and dist > self.reach then local p1 = s local me_y = math.floor(p1.y) local p2 = p local p_y = math.floor(p2.y + 1) local v = self.object:get_velocity() if self:flight_check( s) then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ 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 math.abs(p1.x-s.x) + math.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) + math.pi / 2) - self.rotate if p.x > s.x then yaw = yaw + math.pi end yaw = self:set_yaw( yaw, 0, dtime) -- 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 self:smart_mobs(s, p, dist, dtime) end if self:is_at_cliff_or_danger() then self:set_velocity( 0) self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else if self.path.stuck then self:set_velocity( self.walk_velocity) else self:set_velocity( self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation( "run") else 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 self:set_velocity( 0) if not self.custom_attack then if self.timer > 1 then self.timer = 0 if self.double_melee_attack and math.random(1, 2) == 1 then self:set_animation( "punch2") else self:set_animation( "punch") end local p2 = p local s2 = s p2.y = p2.y + .5 s2.y = s2.y + .5 if self:line_of_sight( p2, s2) == true then -- play attack sound self:mob_sound("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 self:dogswitch(dtime) == 1) or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then p.y = p.y - .5 s.y = s.y + .5 local dist = vector.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) +math.pi/ 2) - self.rotate if p.x > s.x then yaw = yaw +math.pi end yaw = self:set_yaw( yaw, 0, dtime) local stay_away_from_player = vector.new(0,0,0) --strafe back and fourth --stay away from player so as to shoot them if dist < self.avoid_distance and self.shooter_avoid_enemy then self:set_animation( "shoot") stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33) end if self.strafes then if not self.strafe_direction then self.strafe_direction = 1.57 end if math.random(40) == 1 then self.strafe_direction = self.strafe_direction*-1 end self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player) else self:set_velocity( 0) end local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if self.shoot_interval and self.timer > self.shoot_interval and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next() and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation( "shoot") -- play shoot attack sound self:mob_sound("shoot_attack") -- Shoot arrow if minetest.registered_entities[self.arrow] then local arrow, ent local v = 1 if not self.shoot_arrow then self.firing = true minetest.after(1, function() self.firing = false end) arrow = minetest.add_entity(p, self.arrow) ent = arrow:get_luaentity() if ent.velocity then v = ent.velocity end ent.switch = 1 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- important for mcl_shields ent._shooter = self.object ent._saved_shooter_pos = self.object:get_pos() end local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 -- 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) if self.shoot_arrow then vec = vector.normalize(vec) self:shoot_arrow(p, vec) else arrow:set_velocity(vec) end end end else 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 -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return end local is_player = hitter:is_player() if is_player then -- is mob protected? if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then return end if minetest.is_creative_enabled(hitter:get_player_name()) then self.health = 0 end -- set/update 'drop xp' timestamp if hitted by player self.xp_timestamp = minetest.get_us_time() end -- punch interval local weapon = hitter:get_wielded_item() local punch_interval = 1.4 -- exhaust attacker if is_player then mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK) end -- 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 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 if weapon then local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") if fire_aspect_level > 0 then mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) 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 end end -- healing if damage <= -1 then self.health = self.health - math.floor(damage) return end if tool_capabilities then punch_interval = tool_capabilities.full_punch_interval or 1.4 end -- add weapon wear manually -- Required because we have custom health handling ("health" property) if minetest.is_creative_enabled("") ~= true and tool_capabilities then if tool_capabilities.punch_attack_uses then -- Without this delay, the wear does not work. Quite hacky ... minetest.after(0, function(name) local player = minetest.get_player_by_name(name) if not player then return end local weapon = hitter:get_wielded_item(player) local def = weapon:get_definition() if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then local wear = math.floor(65535/tool_capabilities.punch_attack_uses) weapon:add_wear(wear) hitter:set_wielded_item(weapon) end end, hitter:get_player_name()) end end local die = false if damage >= 0 then -- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately. if damage >= 0.1 then -- weapon sounds if weapon:get_definition().sounds ~= nil then local s = math.random(0, #weapon:get_definition().sounds) minetest.sound_play(weapon:get_definition().sounds[s], { object = self.object, --hitter, max_hear_distance = 8 }, true) else minetest.sound_play("default_punch", { object = self.object, max_hear_distance = 5 }, true) end self:damage_effect(damage) -- do damage self.health = self.health - damage -- skip future functions if dead, except alerting others if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then die = true end end -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then -- direction error check dir = dir or {x = 0, y = 0, z = 0} local v = self.object:get_velocity() if not v then return end local r = 1.4 - math.min(punch_interval, 1.4) local kb = r * (math.abs(v.x)+math.abs(v.z)) local up = 2 if die==true then kb=kb*2 end -- if already in air then dont go up anymore when hit if math.abs(v.y) > 0.1 or self.fly then up = 0 end -- 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 local luaentity if hitter then luaentity = hitter:get_luaentity() end if hitter and is_player then local wielditem = hitter:get_wielded_item() kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback") elseif luaentity and luaentity._knockback then kb = kb + luaentity._knockback end self._kb_turn = true self._turn_to=self.object:get_yaw()-1.57 self.frame_speed_multiplier=2.3 if self.animation.run_end then self:set_animation( "run") elseif self.animation.walk_end then self:set_animation( "walk") end minetest.after(0.2, function() if self and self.object then self.frame_speed_multiplier=1 self._kb_turn = false end end) self.object:add_velocity({ x = dir.x * kb, y = up*2, z = dir.z * kb }) self.pause_timer = 0.25 end end -- END if damage -- if skittish then run away if hitter and is_player and hitter:get_pos() and not die and self.runaway == true and self.state ~= "flop" then local yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos()))) minetest.after(0.2,function() if self and self.object and self.object:get_pos() and hitter and is_player and hitter:get_pos() then yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos()))) self:set_velocity( self.run_velocity) end end) 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 or self.type == "monster") and hitter:get_player_name() ~= self.owner and not mcl_mobs.invis[ name ] then if not die then -- attack whoever punched mob self.state = "" self:do_attack(hitter) self._aggro= true end -- 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 or friends if obj.group_attack and obj.state ~= "attack" and obj.owner ~= name then if obj.name == self.name then obj:do_attack(hitter) elseif type(obj.group_attack) == "table" then for i=1, #obj.group_attack do if obj.name == obj.group_attack[i] then obj._aggro = true obj:do_attack(hitter) break end end end end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then obj:do_attack(self.object) end end end end end local mob_detach_child = function(self, child) if self.detach_child then if self.detach_child(self, child) then return end end if self.driver == child then self.driver = nil end end -- get entity staticdata function mob_class:get_staticdata() for _,p in pairs(minetest.get_connected_players()) do self:remove_particlespawners(p:get_player_name()) end -- remove mob when out of range unless tamed if remove_far and self.can_despawn and self.remove_ok and ((not self.nametag) or (self.nametag == "")) and self.lifetimer <= 20 then if spawn_logging then minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range") end return "remove"-- nil end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" 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 return minetest.serialize(tmp) end -- activate mob and reload settings function mob_class:mob_activate(staticdata, def, dtime) if not self.object:get_pos() or staticdata == "remove" then mcl_burning.extinguish(self.object) self.object:remove() return end -- remove monsters in peaceful mode if self.type == "monster" and minetest.settings:get_bool("only_peaceful_mobs", false) then mcl_burning.extinguish(self.object) 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 local c = 1 if #def.textures > c then c = #def.textures end self.base_texture = def.textures[math.random(c)] 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 = math.random (self.hp_min, self.hp_max) end if self.breath == nil then self.breath = self.breath_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 -- Armor groups -- immortal=1 because we use custom health -- handling (using "health" property) local armor if type(self.armor) == "table" then armor = table.copy(self.armor) armor.immortal = 1 else armor = {immortal=1, fleshy = self.armor} end self.object:set_armor_groups(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 = "ignore" self.standing_on = "ignore" self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types self.texture_mods = {} self.object:set_texture_mod("") self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false -- check existing nametag if not self.nametag then self.nametag = def.nametag end if not self.custom_visual_size then -- Remove saved visual_size on old existing entites. self.visual_size = nil self.base_size = self.visual_size if self.child then self.visual_size = { x = self.visual_size.x * 0.5, y = self.visual_size.y * 0.5, } end end -- set anything changed above self.object:set_properties(self) self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6) self:update_tag() self._current_animation = nil self:set_animation( "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 if not self.wears_armor and self.armor_list then self.armor_list = nil end if not self._run_armor_init and self.wears_armor then self.armor_list={helmet="",chestplate="",boots="",leggings=""} self:set_armor_texture() self._run_armor_init = true end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end end -- main mob function function mob_class:on_step(dtime) self.lifetimer = self.lifetimer - dtime local pos = self.object:get_pos() -- Despawning: when lifetimer expires, remove mob if remove_far and self.can_despawn == true and ((not self.nametag) or (self.nametag == "")) and self.state ~= "attack" and self.following == nil then if self.despawn_immediately or self.lifetimer <= 0 then if spawn_logging then minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out") end mcl_burning.extinguish(self.object) self.object:remove() return elseif self.lifetimer <= 10 then if math.random(10) < 4 then self.despawn_immediately = true else self.lifetimer = 20 end end end local v = self.object:get_velocity() local d = 0.85 if (self.state and self.state=="die" or self:check_for_death()) and not self.animation.die_end then d = 0.92 local rot = self.object:get_rotation() rot.z = ((math.pi/2-rot.z)*.2)+rot.z self.object:set_rotation(rot) end if not self:player_in_active_range() then self:set_animation( "stand", true) local node_under = node_ok(vector.offset(pos,0,-1,0)).name local acc = self.object:get_acceleration() if acc.y > 0 or node_under ~= "air" then self.object:set_acceleration(vector.new(0,0,0)) self.object:set_velocity(vector.new(0,0,0)) end if acc.y == 0 and node_under == "air" then self:falling(pos) end return end if v then --diffuse object velocity self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) end self:check_aggro(dtime) self:check_item_pickup() self:check_particlespawners(dtime) if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) -- mcl_burning.tick may remove object immediately if not self.object:get_pos() then return end end local yaw = 0 if mobs_debug then self:update_tag() end if self.state == "die" then return end if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end if self.opinion_sound_cooloff > 0 then self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime end if self:falling(pos) then -- Return if mob died after falling return end --Mob following code. self:follow_flop() --set animation speed relitive to velocity local v = self.object:get_velocity() if v then if self.frame_speed_multiplier then local v2 = math.abs(v.x)+math.abs(v.z)*.833 if not self.animation.walk_speed then self.animation.walk_speed = 25 end if math.abs(v.x)+math.abs(v.z) > 0.5 then self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier) else self.object:set_animation_frame_speed(25) end end --set_speed if self.acc then self.object:add_velocity(self.acc) end end -- smooth rotation by ThomasMonroe314 if self._turn_to then self:set_yaw( self._turn_to, .1) end if self.delay and self.delay > 0 then local yaw = self.object:get_yaw() or 0 if self.delay == 1 then yaw = self.target_yaw else local dif = math.abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > math.pi then dif = 2 * math.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 >math.pi then dif = 2 * math.pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end if yaw < 0 then yaw = yaw + (math.pi * 2) end end self.delay = self.delay - 1 if self.shaking then yaw = yaw + (math.random() * 2 - 1) * 5 * dtime end self.object:set_yaw(yaw) self:update_roll() end -- end rotation if self.head_swivel and type(self.head_swivel) == "string" then local final_rotation = vector.new(0,0,0) local oldp,oldr = self.object:get_bone_position(self.head_swivel) for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then if not self._locked_object then if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then self._locked_object = obj end else if math.random(10000/self.curiosity) == 1 then self._locked_object = nil end end end end if self.attack or self.following then self._locked_object = self.attack or self.following end if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then local _locked_object_eye_height = 1.5 if self._locked_object:get_luaentity() then _locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height end if self._locked_object:is_player() then _locked_object_eye_height = self._locked_object:get_properties().eye_height end if _locked_object_eye_height then local self_rot = self.object:get_rotation() if self.object:get_attach() then self_rot = self.object:get_attach():get_rotation() end if self.rot then local player_pos = self._locked_object:get_pos() local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0))) local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then final_rotation = vector.multiply(oldr, 0.9) elseif self.attack and self.state == "attack" and not self.runaway then if self.head_yaw == "y" then final_rotation = vector.new(mob_pitch, mob_yaw, 0) elseif self.head_yaw == "z" then final_rotation = vector.new(mob_pitch, 0, -mob_yaw) end else if self.head_yaw == "y" then final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0) elseif self.head_yaw == "z" then final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3) end end end end elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then final_rotation = vector.multiply(oldr, 0.9) else final_rotation = vector.new(0,0,0) end mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation) 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 -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" and self.state ~= PATHFINDING 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 math.random(1, 70) == 1 then self:mob_sound("random", true) 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:check_entity_cramming() self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return end -- node replace check (cow eats grass etc.) self:replace(pos) end self:monster_attack() self:npc_attack() self:check_breeding() if do_states(self, dtime) then return end if not self.object:get_luaentity() then return false end self:do_jump() self:set_armor_texture() self:check_runaway_from() if self:is_at_water_danger() and self.state ~= "attack" then if math.random(1, 10) <= 6 then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") yaw = yaw + math.random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end else if self.move_in_group ~= false then self:check_herd(dtime) end end -- Add water flowing for mobs from mcl_item_entity local p, node, nn, def p = self.object:get_pos() node = minetest.get_node_or_nil(p) if node then nn = node.name def = minetest.registered_nodes[nn] end -- Move item around on flowing liquids if def and def.liquidtype == "flowing" then --[[ Get flowing direction (function call from flowlib), if there's a liquid. NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]] local vec = flowlib.quick_flow(p, node) -- Just to make sure we don't manipulate the speed for no reason if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" local f = 1.39 -- Set new item moving speed into the direciton of the liquid local newv = vector.multiply(vec, f) self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) self.physical_state = true self._flowing = true self.object:set_properties({ physical = true }) return end elseif self._flowing == true then -- Disable flowing physics if not on/in flowing liquid self._flowing = false return end if self:is_at_cliff_or_danger() then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) end end -- default function when mobs are blown up with TNT local function do_tnt(self,damage) self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) return false, true, {} end local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime if timer < 1 then return end for _, player in pairs(minetest.get_connected_players()) do local pos = player:get_pos() for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do local lua = obj:get_luaentity() if lua and lua.is_mob then lua.lifetimer = math.max(20, lua.lifetimer) lua.despawn_immediately = false end end end timer = 0 end)