local monster_damage = minetest.setting_get("monster_damage_factor") or 1.0 carbone_mobs = {} function carbone_mobs:register_mob(name, def) -- jump = true as default local is_jumping = true if def.jump ~= nil then is_jumping = def.jump end -- see http://dev.minetest.net/register_entity minetest.register_entity(name, { hp_max = def.hp_max, physical = true, collisionbox = def.collisionbox, collide_with_objects = def.collide_with_objects, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, textures = def.textures, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = def.damage, light_damage = def.light_damage, water_damage = def.water_damage, lava_damage = def.lava_damage, disable_fall_damage = def.disable_fall_damage, drops = def.drops, armor = def.armor, drawtype = def.drawtype, on_rightclick = def.on_rightclick, type = def.type, attack_type = def.attack_type, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow, jump = is_jumping, timer = 0, env_damage_timer = 0, -- only if state = "attack" attack = {player = nil, dist = nil}, state = "stand", v_start = false, old_y = nil, lifetimer = 600, tamed = false, set_velocity = function(self, v) local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:setvelocity({x =x, y = self.object:getvelocity().y, z =z}) end, get_velocity = function(self) local v = self.object:getvelocity() return (v.x^ 2 + v.z^ 2) ^ (0.5) end, set_animation = function(self, type) if not self.animation then return end if not self.animation.current then self.animation.current = "" end if type == "stand" and self.animation.current ~= "stand" then if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then self.object:set_animation( {x = self.animation.stand_start,y = self.animation.stand_end}, self.animation.speed_normal, 0 ) self.animation.current = "stand" end elseif type == "walk" and self.animation.current ~= "walk" then if self.animation.walk_start and self.animation.walk_end and self.animation.speed_normal then self.object:set_animation( {x = self.animation.walk_start,y = self.animation.walk_end}, self.animation.speed_normal, 0 ) self.animation.current = "walk" end elseif type == "run" and self.animation.current ~= "run" then if self.animation.run_start and self.animation.run_end and self.animation.speed_run then self.object:set_animation( {x = self.animation.run_start,y = self.animation.run_end}, self.animation.speed_run, 0 ) self.animation.current = "run" end elseif type == "punch" and self.animation.current ~= "punch" then if self.animation.punch_start and self.animation.punch_end and self.animation.speed_normal then self.object:set_animation( {x = self.animation.punch_start,y = self.animation.punch_end}, self.animation.speed_normal, 0 ) self.animation.current = "punch" end end end, -- see http://dev.minetest.net/LuaEntitySAO -- Callback method called every server tick. on_step = function(self, dtime) self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and not self.tamed then local player_count = 0 for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 12)) do if obj:is_player() then player_count = player_count + 1 end end if player_count == 0 and self.state ~= "attack" then local pos = self.object:getpos() local hp = self.object:get_hp() minetest.log("action", "A mob with " .. tostring(hp) .. " HP despawned at " .. minetest.pos_to_string(pos) .. ".") self.object:remove() return end end if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then self.object:setacceleration({x = x, y = 1.5, z = z}) else self.object:setacceleration({x = x, y = -14.5, z = z}) end else if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then self.object:setacceleration({x = 0, y = 1.5, z = 0}) else self.object:setacceleration({x = 0, y = -14.5, z = 0}) end end --[[ if self.disable_fall_damage and self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:set_hp(self.object:get_hp()-damage) minetest.sound_play("player_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() == 0 then minetest.sound_play("player_death", {object = self.object, gain = 0.4}) self.object:remove() end end self.old_y = self.object:getpos().y end end --]] self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 0.9 then return end self.timer = 0 end -- if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then -- minetest.sound_play(self.sounds.random, {object = self.object}) -- end local do_env_damage = function(self) local pos = self.object:getpos() local n = minetest.get_node(pos) if self.light_damage and self.light_damage ~= 0 and pos.y > 0 and minetest.get_node_light(pos) and minetest.get_node_light(pos) > 4 and minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) minetest.sound_play("player_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() <= 0 then minetest.sound_play("player_death", {object = self.object, gain = 0.4}) self.object:remove() end end if self.water_damage and self.water_damage ~= 0 and minetest.get_item_group(n.name, "water") ~= 0 then self.object:set_hp(self.object:get_hp()-self.water_damage) minetest.sound_play("player_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() <= 0 then minetest.sound_play("player_death", {object = self.object, gain = 0.4}) self.object:remove() end end if self.lava_damage and self.lava_damage ~= 0 and minetest.get_item_group(n.name, "lava") ~= 0 then self.object:set_hp(self.object:get_hp()-self.lava_damage) minetest.sound_play("player_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() <= 0 then minetest.sound_play("player_death", {object = self.object, gain = 0.4}) self.object:remove() end end end self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 0.9 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end if self.type == "monster" then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist <= self.view_range then self.state = "attack" self.attack.player = player end end end if self.follow ~= "" and not self.following then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x -s.x) ^ 2 + (p.y -s.y) ^ 2 + (p.z -s.z) ^ 2) ^ 0.5 if self.view_range and dist < self.view_range then self.following = player end end end if self.following and self.following:is_player() then if self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil else local s = self.object:getpos() local p = self.following:getpos() local dist = ((p.x -s.x) ^ 2 + (p.y -s.y) ^ 2 + (p.z -s.z) ^ 2) ^ 0.5 if dist > self.view_range then self.following = nil self.v_start = false else local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.walk_velocity) else if self.get_velocity(self) <= 0.38 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 8 self.object:setvelocity(v) end self.set_velocity(self, self.walk_velocity) end self:set_animation("walk") else self.v_start = false self.set_velocity(self, 0) self:set_animation("stand") end return end end end if self.state == "stand" then if math.random(1, 4) == 1 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)- 14.50)/180*math.pi)) end self.set_velocity(self, 0) self.set_animation(self, "stand") if math.random(1, 100) <= 50 then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end elseif self.state == "walk" then if math.random(1, 100) <= 30 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)- 14.50)/180*math.pi)) end if self.get_velocity(self) <= 0.38 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 8 self.object:setvelocity(v) end self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 30 then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end elseif self.state == "attack" and self.attack_type == "dogfight" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player = nil, dist = nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.get_velocity(self) <= 1.58 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 8 self.object:setvelocity(v) end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") self.v_start = false if self.timer > 0.9 then self.timer = 0 minetest.sound_play("mobs_punch", {object = self.object, gain = 1}) self.attack.player:punch(self.object, monster_damage, { full_punch_interval = 0.9, damage_groups = {fleshy = self.damage} }, vec) end end elseif self.state == "attack" and self.attack_type == "shoot" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x -s.x) ^ 2 + (p.y -s.y) ^ 2 + (p.z -s.z) ^ 2) ^ 0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player = nil, dist = nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end local p = self.object:getpos() p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2 local obj = minetest.add_entity(p, self.arrow) local amount = (vec.x^ 2+vec.y^ 2+vec.z^ 2) ^ 0.5 local v = obj:get_luaentity().velocity vec.y = vec.y+0 vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) end end end, -- on_step on_activate = function(self, staticdata, dtime_s) self.object:set_armor_groups({fleshy = self.armor}) self.object:setacceleration({x = 0, y = -14.5, z = 0}) self.state = "stand" self.object:setvelocity({x = 0, y = self.object:getvelocity().y, z = 0}) self.object:setyaw(math.random(1, 360) / 180 * math.pi) self.lifetimer = 600 - dtime_s if staticdata then local tmp = minetest.deserialize(staticdata) if tmp and tmp.lifetimer then self.lifetimer = tmp.lifetimer - dtime_s end if tmp and tmp.tamed then self.tamed = tmp.tamed end end if self.lifetimer <= 0 and not self.tamed then local pos = self.object:getpos() local hp = self.object:get_hp() minetest.log("action", "A mob with " .. tostring(hp) .. " HP despawned at " .. minetest.pos_to_string(pos) .. " on activation.") self.object:remove() end end, -- on_activate get_staticdata = function(self) local tmp = { lifetimer = self.lifetimer, tamed = self.tamed, } return minetest.serialize(tmp) end, -- get_staticdata on_punch = function(self, hitter) local hp = self.object:get_hp() if hp >= 1 then minetest.sound_play("player_damage", {object = self.object, gain = 0.25}) minetest.sound_play("hit", {pos = hitter:getpos(), gain = 0.4}) end local y = self.object:getvelocity().y if y <= 0 then self.object:setvelocity({x = 0, y = y + 4.5, z = 0}) end if hp <= 0 then if hitter and hitter:is_player() and hitter:get_inventory() then local pos = self.object:getpos() minetest.sound_play("player_death", {object = self.object, gain = 0.4}) minetest.sound_play("hit_death", {pos = hitter:getpos(), gain = 0.4}) for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then hitter:get_inventory():add_item("main", ItemStack(drop.name .. " " .. math.random(drop.min, drop.max))) end end end end -- if hp <= 0 end, -- on_punch }) end --function carbone_mobs:register_mob(name, def) carbone_mobs.spawning_mobs = {} function carbone_mobs:register_spawn(name, description, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func) carbone_mobs.spawning_mobs[name] = true minetest.register_abm({ nodenames = nodes, neighbors = {"air"}, interval = 2, chance = chance, action = function(pos, node, _, active_object_count_wider) -- local players = #minetest.get_connected_players() -- if players == 0 then return end if active_object_count_wider > active_object_count then return end if not carbone_mobs.spawning_mobs[name] then return end pos.y = pos.y + 1 if minetest.get_node(pos).name ~= "air" then return end if pos.y > max_height then return end if not minetest.get_node_light(pos) then return end if minetest.get_node_light(pos) > max_light then return end if minetest.get_node_light(pos) < min_light then return end if spawn_func and not spawn_func(pos, node) then return end minetest.log("action", "Spawned " .. description .. " at " .. minetest.pos_to_string(pos) .. ".") minetest.add_entity(pos, name) if name ~= "carbone_mobs:rat" then return end minetest.add_entity(pos, "carbone_mobs:rat") -- Rats spawn in pairs. end }) end function carbone_mobs:register_arrow(name, def) minetest.register_entity(name, { physical = false, collisionbox = {0, 0, 0, 0, 0, 0}, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, on_step = function(self, dtime) local pos = self.object:getpos() if minetest.registered_nodes[minetest.get_node(self.object:getpos()).name].walkable then self.hit_node(self, pos, node) self.object:remove() return end pos.y = pos.y - 1 for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do if player:is_player() then self.hit_player(self, player) self.object:remove() return end end end }) end