Update Mobs Redo to version 1.40

This commit is contained in:
Wuzzy 2017-11-04 00:22:43 +01:00
parent 088bb40908
commit c2684d0eac
5 changed files with 969 additions and 180 deletions

View file

@ -1,9 +1,9 @@
-- Mobs Api (4th August 2017)
-- Mobs Api
mobs = {}
mobs.mod = "redo"
mobs.version = "20170804"
mobs.version = "20171018"
-- Intllib
@ -15,13 +15,21 @@ mobs.intllib = S
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- Invisibility mod check
mobs.invis = {}
if rawget(_G, "invisibility") then
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
@ -44,19 +52,27 @@ end
-- Load settings
local damage_enabled = minetest.setting_getbool("enable_damage")
local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
local disable_blood = minetest.setting_getbool("mobs_disable_blood")
local creative = minetest.setting_getbool("creative_mode")
local spawn_protected = minetest.setting_getbool("mobs_spawn_protected") ~= false
local remove_far = minetest.setting_getbool("remove_far_mobs")
local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0
local damage_enabled = minetest.settings:get_bool("enable_damage")
local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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")
local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
local show_health = false
local max_per_block = tonumber(minetest.setting_get("max_objects_per_block") or 99)
local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
-- 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.setting_get("active_object_send_range_blocks"))
local abr = tonumber(minetest.setting_get("active_block_range"))
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
@ -104,7 +120,7 @@ end
-- move mob in facing direction
local set_velocity = function(self, v)
local yaw = (self.object:getyaw() or 0) + self.rotate
local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:setvelocity({
x = sin(yaw) * -v,
@ -114,7 +130,7 @@ local set_velocity = function(self, v)
end
-- get overall speed of mob
-- calculate mob velocity
local get_velocity = function(self)
local v = self.object:getvelocity()
@ -123,7 +139,7 @@ local get_velocity = function(self)
end
-- set yaw
-- set and return valid yaw
local set_yaw = function(self, yaw)
if not yaw or yaw ~= yaw then
@ -166,7 +182,7 @@ function mobs:set_animation(self, anim)
end
-- this is a faster way to calculate distance
-- calculate distance
local get_distance = function(a, b)
local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
@ -252,8 +268,10 @@ local flight_check = function(self, pos_w)
local nod = self.standing_in
local def = minetest.registered_nodes[nod]
if not def then return false end -- nil check
if type(self.fly_in) == "string"
and (nod == self.fly_in or def.liquid_alternative_flowing ~= "") then
and nod == self.fly_in then
return true
@ -261,18 +279,25 @@ local flight_check = function(self, pos_w)
for _,fly_in in pairs(self.fly_in) do
if nod == fly_in or def.liquid_alternative_flowing ~= "" then
if nod == 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
-- particle effects
-- custom particle effects
local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
radius = radius or 2
@ -333,7 +358,7 @@ local item_drop = function(self, cooked)
if self.child then return end
local obj, item, num
local pos = self.object:getpos()
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
@ -411,6 +436,7 @@ local check_for_death = function(self, cause, cmi_cause)
return false
end
-- dropped cooked item if mob died in lava
if cause == "lava" then
item_drop(self, true)
else
@ -419,7 +445,7 @@ local check_for_death = function(self, cause, cmi_cause)
mob_sound(self, self.sounds.death)
local pos = self.object:getpos()
local pos = self.object:get_pos()
-- execute custom death function
if self.on_die then
@ -499,10 +525,10 @@ local is_at_cliff = function(self)
return false
end
local yaw = self.object:getyaw()
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:getpos()
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
if minetest.line_of_sight(
@ -549,7 +575,7 @@ local do_env_damage = function(self)
update_tag(self)
end
local pos = self.object:getpos()
local pos = self.object:get_pos()
self.time_of_day = minetest.get_timeofday()
@ -559,11 +585,11 @@ local do_env_damage = function(self)
return
end
-- daylight above ground
-- 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 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
@ -633,7 +659,7 @@ local do_env_damage = function(self)
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
@ -645,7 +671,7 @@ local do_env_damage = function(self)
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
@ -660,6 +686,8 @@ local do_jump = function(self)
return false
end
self.facing_fence = false
-- something stopping us while moving?
if self.state ~= "stand"
and get_velocity(self) > 0.5
@ -667,8 +695,8 @@ local do_jump = function(self)
return false
end
local pos = self.object:getpos()
local yaw = self.object:getyaw()
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
@ -699,10 +727,11 @@ local do_jump = function(self)
--print ("in front:", nod.name, pos.y + 0.5)
if (minetest.registered_items[nod.name].walkable
and not nod.name:find("fence")
and not nod.name:find("gate"))
or self.walk_chance == 0 then
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()
@ -713,6 +742,9 @@ local do_jump = function(self)
self.object:setvelocity(v)
mob_sound(self, self.sounds.jump)
else
self.facing_fence = true
end
return true
end
@ -731,7 +763,7 @@ local entity_physics = function(pos, radius)
for n = 1, #objs do
obj_pos = objs[n]:getpos()
obj_pos = objs[n]:get_pos()
dist = get_distance(pos, obj_pos)
if dist < 1 then dist = 1 end
@ -743,7 +775,7 @@ local entity_physics = function(pos, radius)
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, pos) -- was nil
}, pos)
end
end
@ -798,13 +830,18 @@ local breed = function(self)
collisionbox = self.base_colbox,
})
-- jump when fully grown so not to fall into ground
-- 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
@ -822,11 +859,11 @@ local breed = function(self)
end
end
-- find another same animal who is also horny and mate if close enough
-- 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:getpos()
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)
@ -876,14 +913,27 @@ local breed = function(self)
-- spawn baby
minetest.after(5, function()
-- 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 = {
@ -899,6 +949,7 @@ local breed = function(self)
self.base_colbox[6] * .5,
},
})
-- tamed and owned by parents' owner
ent2.child = true
ent2.tamed = true
ent2.owner = self.owner
@ -1021,7 +1072,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
s.y = sground.y + 1
end
local p1 = self.attack:getpos()
local p1 = self.attack:get_pos()
p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5)
@ -1094,7 +1145,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:getyaw() + pi / 2
local yaw1 = self.object:get_yaw() + pi / 2
local p1 = {
x = s.x + cos(yaw1),
y = s.y,
@ -1185,7 +1236,7 @@ local monster_attack = function(self)
return
end
local s = self.object:getpos()
local s = self.object:get_pos()
local p, sp, dist
local player, obj, min_player
local type, name = "", ""
@ -1219,8 +1270,8 @@ local monster_attack = function(self)
and (type == "player" or type == "npc"
or (type == "animal" and self.attack_animals == true)) then
s = self.object:getpos()
p = player:getpos()
s = self.object:get_pos()
p = player:get_pos()
sp = s
-- aim higher to make looking up hills more realistic
@ -1259,7 +1310,7 @@ local npc_attack = function(self)
end
local p, sp, obj, min_player
local s = self.object:getpos()
local s = self.object:get_pos()
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
@ -1269,7 +1320,7 @@ local npc_attack = function(self)
if obj and obj.type == "monster" then
p = obj.object:getpos()
p = obj.object:get_pos()
dist = get_distance(p, s)
@ -1296,12 +1347,12 @@ local follow_flop = function(self)
and self.state ~= "attack"
and self.state ~= "runaway" then
local s = self.object:getpos()
local s = self.object:get_pos()
local players = minetest.get_connected_players()
for n = 1, #players do
if get_distance(players[n]:getpos(), s) < self.view_range
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]
@ -1335,16 +1386,16 @@ local follow_flop = function(self)
-- follow that thing
if self.following then
local s = self.object:getpos()
local s = self.object:get_pos()
local p
if self.following:is_player() then
p = self.following:getpos()
p = self.following:get_pos()
elseif self.following.object then
p = self.following.object:getpos()
p = self.following.object:get_pos()
end
if p then
@ -1387,7 +1438,7 @@ local follow_flop = function(self)
-- swimmers flop when out of their element, and swim again when back in
if self.fly then
local s = self.object:getpos()
local s = self.object:get_pos()
if not flight_check(self, s) then
self.state = "flop"
@ -1442,13 +1493,13 @@ local do_states = function(self, dtime)
if random(1, 4) == 1 then
local lp = nil
local s = self.object:getpos()
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]:getpos()
lp = objs[n]:get_pos()
break
end
end
@ -1465,8 +1516,6 @@ local do_states = function(self, dtime)
if lp.x > s.x then yaw = yaw + pi end
else
-- yaw = (random(0, 360) - 180) / 180 * pi
yaw = yaw + random(-0.5, 0.5)
end
@ -1481,6 +1530,7 @@ local do_states = function(self, dtime)
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
@ -1501,7 +1551,7 @@ local do_states = function(self, dtime)
elseif self.state == "walk" then
local s = self.object:getpos()
local s = self.object:get_pos()
local lp = nil
-- is there something I need to avoid?
@ -1547,8 +1597,6 @@ local do_states = function(self, dtime)
do_jump(self)
set_velocity(self, self.walk_velocity)
else
-- yaw = (random(0, 360) - 180) / 180 * pi
yaw = yaw + random(-0.5, 0.5)
end
@ -1569,9 +1617,6 @@ local do_states = function(self, dtime)
-- otherwise randomly turn
elseif random(1, 100) <= 30 then
--yaw = random() * 2 * pi
-- yaw = (random(0, 360) - 180) / 180 * pi
yaw = yaw + random(-0.5, 0.5)
yaw = set_yaw(self.object, yaw)
@ -1580,7 +1625,8 @@ local do_states = function(self, dtime)
-- stand for great fall in front
local temp_is_cliff = is_at_cliff(self)
if temp_is_cliff
if self.facing_fence == true
or temp_is_cliff
or random(1, 100) <= 30 then
set_velocity(self, 0)
@ -1620,14 +1666,14 @@ local do_states = function(self, dtime)
elseif self.state == "attack" then
-- calculate distance from mob and enemy
local s = self.object:getpos()
local p = self.attack:getpos() or s
local s = self.object:get_pos()
local p = self.attack:get_pos() or s
local dist = get_distance(p, s)
-- stop attacking if player or out of range
if dist > self.view_range
or not self.attack
or not self.attack:getpos()
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
@ -1656,18 +1702,18 @@ local do_states = function(self, dtime)
yaw = set_yaw(self.object, yaw)
if dist > self.reach then
if not self.v_start then
-- start timer when inside reach
if dist < self.reach and not self.v_start then
self.v_start = true
set_velocity(self, self.run_velocity)
self.timer = 0
self.blinktimer = 0
else
self.timer = 0
self.blinktimer = 0
-- print ("=== explosion timer started", self.explosion_timer)
end
-- walk right up to player when timer active
if dist < 1.5 and self.v_start then
set_velocity(self, 0)
else
set_velocity(self, self.run_velocity)
end
@ -1676,9 +1722,8 @@ local do_states = function(self, dtime)
else
set_animation(self, "walk")
end
else
set_velocity(self, 0)
set_animation(self, "punch")
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
@ -1696,9 +1741,11 @@ local do_states = function(self, dtime)
self.blinkstatus = not self.blinkstatus
end
if self.timer > 3 then
-- print ("=== explosion timer", self.timer)
local pos = self.object:getpos()
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
local radius = self.explosion_radius or 1
local damage_radius = radius
@ -1941,16 +1988,17 @@ local do_states = function(self, dtime)
-- play shoot attack sound
mob_sound(self, self.sounds.shoot_attack)
local p = self.object:getpos()
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()
if ent then
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
@ -1961,8 +2009,6 @@ local do_states = function(self, dtime)
vec.z = vec.z * (v / amount)
obj:setvelocity(vec)
else
obj:remove() -- arrow entity does not exist
end
end
end
@ -2020,7 +2066,7 @@ local falling = function(self, pos)
if self.fall_damage == 1
and self.object:getvelocity().y == 0 then
local d = (self.old_y or 0) - self.object:getpos().y
local d = (self.old_y or 0) - self.object:get_pos().y
if d > 5 then
@ -2033,7 +2079,7 @@ local falling = function(self, pos)
end
end
self.old_y = self.object:getpos().y
self.old_y = self.object:get_pos().y
end
end
end
@ -2042,10 +2088,19 @@ end
-- deal damage and effects when mob punched
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- mob health check
if self.health <= 0 then
-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch(self, hitter, tflp, tool_caps, 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
@ -2055,7 +2110,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- is mob protected?
if self.protected and hitter:is_player()
and minetest.is_protected(self.object:getpos(), hitter:get_player_name()) then
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
@ -2140,12 +2195,12 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
local s = random(0, #weapon:get_definition().sounds)
minetest.sound_play(weapon:get_definition().sounds[s], {
object = hitter,
object = self.object, --hitter,
max_hear_distance = 8
})
else
minetest.sound_play("default_punch", {
object = hitter,
object = self.object, --hitter,
max_hear_distance = 5
})
end
@ -2154,7 +2209,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
if self.blood_amount > 0
and not disable_blood then
local pos = self.object:getpos()
local pos = self.object:get_pos()
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
@ -2204,21 +2259,28 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- 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 = r
self.pause_timer = 0.25
end
end -- END if damage
-- if skittish then run away
if self.runaway == true then
local lp = hitter:getpos()
local s = self.object:getpos()
local lp = hitter:get_pos()
local s = self.object:get_pos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
@ -2251,7 +2313,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
do_attack(self, hitter)
-- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:getpos(), self.view_range)
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
local obj = nil
for n = 1, #objs do
@ -2331,8 +2393,9 @@ end
-- activate mob and reload settings
local mob_activate = function(self, staticdata, def, dtime)
-- remove monsters in peaceful mode, or when no data
if (self.type == "monster" and peaceful_only) then
-- remove monsters in peaceful mode
if self.type == "monster"
and peaceful_only then
self.object:remove()
@ -2406,17 +2469,17 @@ local mob_activate = function(self, staticdata, def, dtime)
self.health = random (self.hp_min, self.hp_max)
end
-- rnd: pathfinding init
-- 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
-- end init
-- mob defaults
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
self.old_y = self.object:getpos().y
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
@ -2425,12 +2488,29 @@ local mob_activate = function(self, staticdata, def, dtime)
self.visual_size = vis_size
self.standing_in = ""
-- 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.object, (random(0, 360) - 180) / 180 * pi)
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)
@ -2445,7 +2525,7 @@ local mob_step = function(self, dtime)
cmi.notify_step(self.object, dtime)
end
local pos = self.object:getpos()
local pos = self.object:get_pos()
local yaw = 0
-- when lifetimer expires remove mob (except npc and tamed)
@ -2490,10 +2570,6 @@ local mob_step = function(self, dtime)
self.pause_timer = self.pause_timer - dtime
if self.pause_timer < 1 then
self.pause_timer = 0
end
return
end
@ -2625,7 +2701,6 @@ minetest.register_entity(name, {
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
recovery_time = def.recovery_time or 0.5,
knock_back = def.knock_back or 3,
blood_amount = def.blood_amount or 5,
blood_texture = def.blood_texture or "mobs_blood.png",
@ -2657,6 +2732,7 @@ minetest.register_entity(name, {
pathfinding = def.pathfinding,
immune_to = def.immune_to or {},
explosion_radius = def.explosion_radius,
explosion_timer = def.explosion_timer or 3,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
@ -2666,14 +2742,23 @@ minetest.register_entity(name, {
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,
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,
@ -2724,7 +2809,7 @@ 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.setting_get(name)
local numbers = minetest.settings:get(name)
if numbers then
numbers = numbers:split(",")
@ -2838,20 +2923,24 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
-- spawn mob half block higher than ground
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, name)
if minetest.registered_entities[name] then
if mob and mob:get_luaentity() then
-- print ("[mobs] Spawned " .. name .. " at "
-- .. minetest.pos_to_string(pos) .. " on "
-- .. node.name .. " near " .. neighbors[1])
if on_spawn and not on_spawn(mob, pos) then
return
local mob = minetest.add_entity(pos, name)
--[[
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
else
minetest.log("warning", string.format("[mobs] %s failed to spawn at %s",
name, minetest.pos_to_string(pos)))
end
end
})
end
@ -2910,13 +2999,13 @@ function mobs:register_arrow(name, def)
automatic_face_movement_dir = def.rotate
and (def.rotate - (pi / 180)) or false,
on_activate = def.on_activate or nil,
on_activate = def.on_activate,
on_step = def.on_step or function(self, dtime)
self.timer = self.timer + 1
local pos = self.object:getpos()
local pos = self.object:get_pos()
if self.switch == 0
or self.timer > 150
@ -3020,6 +3109,7 @@ function mobs:boom(self, pos, radius)
radius = radius,
damage_radius = radius,
sound = self.sounds.explode,
explode_center = true,
})
else
minetest.sound_play(self.sounds.explode, {
@ -3077,25 +3167,24 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
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()
if not ent then
mob:remove()
return
end
-- don't set owner if monster or sneak pressed
if ent.type ~= "monster"
and not placer:get_player_control().sneak then
-- set owner and tame if not monster
ent.owner = placer:get_player_name()
ent.tamed = true
end
-- if not in creative then take item
if not creative then
if not mobs.is_creative(placer:get_player_name()) then
itemstack:take_item()
end
end
@ -3211,7 +3300,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack)
else
minetest.add_item(clicker:getpos(), new_stack)
minetest.add_item(clicker:get_pos(), new_stack)
end
self.object:remove()
@ -3250,18 +3339,17 @@ function mobs:protect(self, clicker)
return true -- false
end
if not creative then
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
-- minetest.chat_send_player(name, S("Protected!"))
local pos = self.object:getpos()
local pos = self.object:get_pos()
pos.y = pos.y + self.collisionbox[2] + 0.5
effect(self.object:getpos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
mob_sound(self, "mobs_spell")
@ -3283,7 +3371,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
if follow_holding(self, clicker) then
-- if not in creative then take item
if not creative then
if not mobs.is_creative(clicker:get_player_name()) then
local item = clicker:get_wielded_item()
@ -3301,9 +3389,11 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
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
@ -3408,7 +3498,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
update_tag(mob_obj[name])
-- if not in creative then take item
if not creative then
if not mobs.is_creative(name) then
mob_sta[name]:take_item()
@ -3436,9 +3526,11 @@ function mobs:alias_mob(old_name, new_name)
on_step = function(self)
local pos = self.object:getpos()
local pos = self.object:get_pos()
if minetest.registered_entities[new_name] then
minetest.add_entity(pos, new_name)
end
self.object:remove()
end

View file

@ -1,5 +1,5 @@
MOB API (13th July 2017)
MOB API (18th October 2017)
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
@ -30,6 +30,7 @@ This functions registers a new mob as a Minetest entity.
'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
'hp_min' minimum health
'hp_max' maximum health (mob health is randomly selected between both)
'nametag' string containing name of mob to display above entity
'physical' same is in minetest.register_entity()
'collisionbox' same is in minetest.register_entity()
'visual' same is in minetest.register_entity()
@ -74,9 +75,7 @@ This functions registers a new mob as a Minetest entity.
'fall_damage' will mob be hurt when falling from height
'fall_speed' maximum falling velocity of mob (default is -10 and must be below -2)
'fear_height' when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable)
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
'floats' 1 to float in water, 0 to sink
'on_rightclick' its same as in minetest.register_entity()
'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)
'attack_type' the attack type of a monster
'dogfight' follows player in range and attacks when in reach
@ -88,8 +87,8 @@ This functions registers a new mob as a Minetest entity.
'dogshoot_count2_max' number of seconds before switching back to shoot mode.
'custom_attack' when set this function is called instead of the normal mob melee attack, parameters are (self, to_attack)
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
'explosion_radius' radius of explosion attack (defaults to 1)
'explosion_timer' number of seconds before mob explodes while still inside view range.
'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition.
'shoot_interval' the minimum shoot interval
'shoot_offset' +/- value to position arrow/fireball when fired
@ -105,6 +104,19 @@ This functions registers a new mob as a Minetest entity.
'explode' sound when exploding
'distance' maximum distance sounds are heard from (default is 10)
Custom mob functions inside mob registry:
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
'on_rightclick' its same as in minetest.register_entity()
'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
'on_spawn' is a custom function that runs on mob spawn with 'self' as variable, return true at end of function to run only once.
'after_activate' is a custom function that runs once mob has been activated with the paramaters (self, staticdata, def, dtime)
'on_breed' called when two similar mobs breed, paramaters are (parent1, parent2) objects, return false to stop child from being resized and owner/tamed flags and child textures being applied.
'on_grown' is called when a child mob has grown up, only paramater is (self).
'do_punch' called when mob is punched with paramaters (self, hitter, time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place.
Mobs can look for specific nodes as they walk and replace them to mimic eating.
'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
@ -135,6 +147,7 @@ can be added to the mob definition under pre-defined mob animation names like:
'fly_start', 'fly_end', 'fly_speed' when mob flies
'punch_start', 'punch_end', 'punch_speed' when mob attacks
'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative)
'shoot_start', 'shoot_end', shoot_speed' when mob shoots
'die_start', 'die_end', 'die_speed' when mob dies
'*_loop' bool value to determine if any set animation loops e.g (die_loop = false)
defaults to true if not set

View file

@ -0,0 +1,684 @@
Mobs Redo API (last updated 18th Oct 2017)
==========================================
Welcome to the world of mobs in minetest and hopefully an easy guide to defining
your own mobs and having them appear in your worlds.
Registering Mobs
----------------
To register a mob and have it ready for use requires the following function:
mobs:register_mob(name, definition)
The 'name' of a mob usually starts with the mod name it's running from followed
by it's own name e.g.
"mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
... and the 'definition' is a table which holds all of the settings and
functions needed for the mob to work properly which contains the following:
'nametag' contains the name which is shown above mob.
'type' holds the type of mob that inhabits your world e.g.
"animal" usually docile and walking around.
"monster" attacks player or npc on sight.
"npc" walk around and will defend themselves if hit first, they
kill monsters.
'hp_min' has the minimum health value the mob can spawn with.
'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,
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.
'walk_chance' has a 0-100 chance value your mob will walk from standing,
set to 0 for jumping mobs only.
'jump' when true allows your mob to jump updwards.
'jump_height' holds the height your mob can jump, 0 to disable jumping.
'step_height' height of a block that your mob can easily walk up onto.
'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".
'runaway' if true causes animals to turn and run away when hit.
'view_range' how many nodes in distance the mob can see a player.
'reach' how many nodes in distance a mob can attack a player while
standing.
'damage' how many health points the mob does to a player or another
mob when melee attacking.
'knockback' 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
walking, 0 to turn off height fear.
'fall_speed' has the maximum speed the mob can fall at, default is -10.
'fall_damage' when true causes falling to inflict damage.
'water_damage' holds the damage per second infliced to mobs when standing in
water.
'lava_damage' holds the damage per second inflicted to mobs when standing
in lava or fire.
'light_damage' holds the damage per second inflicted to mobs when it's too
bright (above 13 light).
'suffocation' when true causes mobs to suffocate inside solid blocks.
'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"}
'reach' is how far the mob can attack player when standing
nearby, default is 3 nodes.
'docile_by_day' when true has mobs wandering around during daylight
hours and only attacking player at night or when
provoked.
'attacks_monsters' when true has npc's attacking monsters or not.
'attack_animal' when true will have monsters attacking animals.
'owner_loyal' when true will have tamed mobs attack anything player
punches when nearby.
'group_attack' when true has same mob type grouping together to attack
offender.
'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.
'shoot' has mob shoot pre-defined arrows at player when inside
view_range.
'dogshoot' has melee attack when inside reach and shoot attack
when inside view_range.
'explode' causes mob to explode when inside reach.
'explosion_radius' has the radius of the explosion which defaults to 1.
'explosion_timer' number of seconds before mob explodes while still
inside view range.
'arrow' holds the pre-defined arrow object to shoot when
attacking.
'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
dogfight to shoot.
'dogshoot_count_max2' contains how many seconds before switching from shoot
to dogfight.
'shoot_interval' has the number of seconds between shots.
'shoot_offset' holds the y position added as to where the
arrow/fireball appears on mob.
'specific_attack' has a table of entity names that mob can also attack
e.g. {"player", "mobs_animal:chicken"}.
'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.
"mobs_blood.png".
'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).
'immune_to' is a table that holds specific damage when being hit by
certain items e.g.
{"default:sword_wood", 0} -- causes no damage.
{"default:gold_lump", -10} -- heals by 10 health points.
{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
'makes_footstep_sound' when true you can hear mobs walking.
'sounds' this is a table with sounds of the mob
'distance' maximum distance sounds can be heard, default is 10.
'random' random sound that plays during gameplay.
'war_cry' what you hear when mob starts to attack player.
'attack' what you hear when being attacked.
'shoot_attack' sound played when mob shoots.
'damage' sound heard when mob is hurt.
'death' played when mob is killed.
'jump' played when mob jumps.
'explode' sound played when mob explodes.
'drops' table of items that are dropped when mob is killed, fields are:
'name' name of item to drop.
'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
'min' minimum number of items dropped.
'max' maximum number of items dropped.
'visual' holds the look of the mob you wish to create:
'cube' looks like a normal node
'sprite' sprite which looks same from all angles.
'upright_sprite' flat model standing upright.
'wielditem' how it looks when player holds it in hand.
'mesh' uses separate object file to define mob.
'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
'collision_box' has the box in which mob can be interacted with e.g.
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
'textures' holds a table list of textures to be used for mob, or you
could use multiple lists inside another table for random
selection e.g. { {"texture1.png"}, {"texture2.png"} }
'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.
'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.
'double_melee_attack' when true has the api choose between 'punch' and
'punch2' animations.
'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.
'walk_start' when mob is walking around.
'walk_end'
'walk_speed'
'run_start' when a mob runs or attacks.
'run_end'
'run_speed'
'fly_start' when a mob is flying.
'fly_end'
'fly_speed'
'punch_start' when a mob melee attacks.
'punch_end'
'punch_speed'
'punch2_start' alternative melee attack animation.
'punch2_end'
'punch2_speed'
'shoot_start' shooting animation.
'shoot_end'
'shoot_speed'
'die_start' death animation
'die_end'
'die_speed'
'die_loop' when set to false stops the animation looping.
Using '_loop = false' setting will stop any of the above animations from
looping.
'speed_normal' is used for animation speed for compatibility with some
older mobs.
Node Replacement
----------------
Mobs can look around for specific nodes as they walk and replace them to mimic
eating.
'replace_what' group of items to replace e.g.
{"farming:wheat_8", "farming:carrot_8"}
or you can use the specific options of what, with and
y offset by using this instead:
{
{"group:grass", "air", 0},
{"default:dirt_with_grass", "default:dirt", -1}
}
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace
'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
replace a node.
'self' ObjectRef of mob
'pos' Position of node to replace
'oldnode' Current node
'newnode' What the node will become after replacing
If false is returned, the mob will not replace the node.
By default, replacing sets self.gotten to true and resets the object
properties.
Custom Definition Functions
---------------------------
Along with the above mob registry settings we can also use custom functions to
enhance mob functionality and have them do many interesting things:
'on_die' a function that is called when the mob is killed the
parameters are (self, pos)
'on_rightclick' its same as in minetest.register_entity()
'on_blast' is called when an explosion happens near mob when using TNT
functions, parameters are (object, damage) and returns
(do_damage, do_knockback, drops)
'on_spawn' is a custom function that runs on mob spawn with 'self' as
variable, return true at end of function to run only once.
'after_activate' is a custom function that runs once mob has been activated
with these paramaters (self, staticdata, def, dtime)
'on_breed' called when two similar mobs breed, paramaters are
(parent1, parent2) objects, return false to stop child from
being resized and owner/tamed flags and child textures being
applied. Function itself must spawn new child mob.
'on_grown' is called when a child mob has grown up, only paramater is
(self).
'do_punch' called when mob is punched with paramaters (self, hitter,
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
'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
status), return with 'false' to skip remainder of mob API.
Internal Variables
------------------
The mob api also has some preset variables and functions that it will remember
for each mob.
'self.health' contains current health of mob (cannot exceed
self.hp_max)
'self.texture_list' contains list of all mob textures
'self.child_texture' contains mob child texture when growing up
'self.base_texture' contains current skin texture which was randomly
selected from textures list
'self.gotten' this is used for obtaining milk from cow and wool from
sheep
'self.horny' when animal fed enough it is set to true and animal can
breed with same animal
'self.hornytimer' background timer that controls breeding functions and
mob childhood timings
'self.child' used for when breeding animals have child, will use
child_texture and be half size
'self.owner' string used to set owner of npc mobs, typically used for
dogs
'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
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.
'name' is the name of the animal/monster
'nodes' is a list of nodenames on that the animal/monster can
spawn on top of
'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()
'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
'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.
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.
It tells if the mob should spawn or not. Default is true. So other mods can
only use the API of this mod by disabling the spawning of the default mobs in
this mod.
Making Arrows
-------------
mobs:register_arrow(name, definition)
This function registers a arrow for mobs with the attack type shoot.
'name' is the name of the arrow
'definition' is a table with the following values:
'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity()
'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;
this function should hurt the player, the parameters are
(self, player)
'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_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
'tail_texture' texture string used for above effect
'tail_size' has size for above texture (defaults to between 5 and 10)
'expire' contains float value for how long tail appears for
(defaults to 0.25)
'glow' has value for how brightly tail glows 1 to 10 (default is
0 for no glow)
'rotate' integer value in degrees to rotate arrow
'on_step' is a custom function when arrow is active, nil for
default.
Spawn Eggs
----------
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.
'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"
'background' the texture displayed for the egg in inventory
'addegg' would you like an egg image in front of your texture (1 = yes,
0 = no)
'no_creative' when set to true this stops spawn egg appearing in creative
mode for destructive mobs like Dungeon Masters.
Explosion Function
------------------
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
mobs:boom(self, pos, radius)
'self' mob entity
'pos' centre position of explosion
'radius' radius of explosion (typically set to 3)
This function generates an explosion which removes nodes in a specific radius
and damages any entity caught inside the blast radius. Protection will limit
node destruction but not entity damage.
Capturing Mobs
--------------
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
force_take, replacewith)
This function is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob by hand, using the net or
lasso items, and can also have the player take the mob by force if tamed and
replace with another item entirely.
'self' mob information
'clicker' player information
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
disable
'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)
Feeding and Taming/Breeding
---------------------------
mobs:feed_tame(self, clicker, feed_count, breed, tame)
This function allows the mob to be fed the item inside self.follow be it apple,
wheat or whatever a set number of times and be tamed or bred as a result.
Will return true when mob is fed with item it likes.
'self' mob information
'clicker' player information
'feed_count' number of times mob must be fed to tame or breed
'breed' true or false stating if mob can be bred and a child created
afterwards
'tame' true or false stating if mob can be tamed so player can pick
them up
Protecting Mobs
---------------
mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item,
this will protect the mob from harm inside of a protected area from other
players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information
'clicker' player information
Riding Mobs
-----------
Mobs can now be ridden by players and the following shows its functions and
usage:
mobs:attach(self, player)
This function attaches a player to the mob so it can be ridden.
'self' mob information
'player' player information
mobs:detach(player, offset)
This function will detach the player currently riding a mob to an offset
position.
'player' player information
'offset' position table containing offset values
mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
This function allows an attached player to move the mob around and animate it at
same time.
'self' mob information
'move_animation' string containing movement animation e.g. "walk"
'stand_animation' string containing standing animation e.g. "stand"
'can_fly' if true then jump and sneak controls will allow mob to fly
up and down
'dtime' tick time used inside drive function
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
This function allows an attached player to fly the mob around using directional
controls.
'self' mob information
'dtime' tick time used inside fly function
'speed' speed of flight
'can_shoot' true if mob can fire arrow (sneak and left mouse button
fires)
'arrow_entity' name of arrow entity used for firing
'move_animation' string containing name of pre-defined animation e.g. "walk"
or "fly" etc.
'stand_animation' string containing name of pre-defined animation e.g.
"stand" or "blink" etc.
Note: animation names above are from the pre-defined animation lists inside mob
registry without extensions.
mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not
found.
'self' mob information
'name' name of animation
Certain variables need to be set before using the above functions:
'self.v2' toggle switch used to define below values for the
first time
'self.max_speed_forward' max speed mob can move forward
'self.max_speed_reverse' max speed mob can move backwards
'self.accel' acceleration speed
'self.terrain_type' integer containing terrain mob can walk on
(1 = water, 2 or 3 = land)
'self.driver_attach_at' position offset for attaching player to mob
'self.driver_eye_offset' position offset for attached player view
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
External Settings for "minetest.conf"
------------------------------------
'enable_damage' if true monsters will attack players (default is true)
'only_peaceful_mobs' if true only animals will spawn in game (default is
false)
'mobs_disable_blood' if false blood effects appear when mob is hit (default
is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected
areas (default is true)
'remove_far_mobs' if true then mobs that are outside players visual
range will be removed (default is false)
'mobname' can change specific mob chance rate (0 to disable) and
spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage
multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status
(true 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
Rideable Horse Example Mob
--------------------------
mobs:register_mob("mob_horse:horse", {
type = "animal",
visual = "mesh",
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 = {
speed_normal = 15,
speed_run = 30,
stand_start = 25,
stand_end = 75,
walk_start = 75,
walk_end = 100,
run_start = 75,
run_end = 100,
},
textures = {
{"mobs_horse.png"},
{"mobs_horsepeg.png"},
{"mobs_horseara.png"}
},
fear_height = 3,
runaway = true,
fly = false,
walk_chance = 60,
view_range = 5,
follow = {"farming:wheat"},
passive = true,
hp_min = 12,
hp_max = 16,
armor = 200,
lava_damage = 5,
fall_damage = 5,
water_damage = 1,
makes_footstep_sound = true,
drops = {
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
},
sounds = {
random = "horse_neigh.ogg",
damage = "horse_whinney.ogg",
},
do_custom = function(self, dtime)
-- set needed values if not already present
if not self.v2 then
self.v2 = 0
self.max_speed_forward = 6
self.max_speed_reverse = 2
self.accel = 6
self.terrain_type = 3
self.driver_attach_at = {x = 0, y = 20, z = -2}
self.driver_eye_offset = {x = 0, y = 3, z = 0}
self.driver_scale = {x = 1, y = 1}
end
-- if driver present allow control of horse
if self.driver then
mobs.drive(self, "walk", "stand", false, dtime)
return false -- skip rest of mob functions
end
return true
end,
on_die = function(self, pos)
-- drop saddle when horse is killed while riding
-- also detach from horse properly
if self.driver then
minetest.add_item(pos, "mobs:saddle")
mobs.detach(self.driver, {x = 1, y = 0, z = 1})
end
end,
on_rightclick = function(self, clicker)
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
-- feed, tame or heal horse
if mobs:feed_tame(self, clicker, 10, true, true) then
return
end
-- make sure tamed horse is being clicked by owner only
if self.tamed and self.owner == clicker:get_player_name() then
local inv = clicker:get_inventory()
-- detatch player already riding horse
if self.driver and clicker == self.driver then
mobs.detach(clicker, {x = 1, y = 0, z = 1})
-- add saddle back to inventory
if inv:room_for_item("main", "mobs:saddle") then
inv:add_item("main", "mobs:saddle")
else
minetest.add_item(clicker.getpos(), "mobs:saddle")
end
-- attach player to horse
elseif not self.driver
and clicker:get_wielded_item():get_name() == "mobs:saddle" then
self.object:set_properties({stepheight = 1.1})
mobs.attach(self, clicker)
-- take saddle from inventory
inv:remove_item("main", "mobs:saddle")
end
end
-- used to capture horse with magic lasso
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
end
})

View file

@ -155,8 +155,8 @@ function mobs.attach(entity, player)
mcl_player.player_set_animation(player, "sit" , 30)
end)
--player:set_look_yaw(entity.object:getyaw() - rot_view)
player:set_look_horizontal(entity.object:getyaw() - rot_view)
--player:set_look_yaw(entity.object:get_yaw() - rot_view)
player:set_look_horizontal(entity.object:get_yaw() - rot_view)
end
@ -166,7 +166,7 @@ function mobs.detach(player, offset)
mcl_player.player_set_animation(player, "stand" , 30)
local pos = player:getpos()
local pos = player:get_pos()
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
@ -212,7 +212,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
-- fix mob rotation
-- entity.object:setyaw(entity.driver:get_look_yaw() - entity.rotate)
entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate)
if can_fly then
@ -290,7 +289,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
-- Set position, velocity and acceleration
local p = entity.object:getpos()
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}
@ -344,7 +343,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
else
if math.abs(velo.y) < 1 then
local pos = entity.object:getpos()
local pos = entity.object:get_pos()
pos.y = math.floor(pos.y) + 0.5
entity.object:setpos(pos)
velo.y = 0
@ -355,7 +354,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
end
new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y)
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
new_acce.y = new_acce.y + acce_y
entity.object:setvelocity(new_velo)
@ -389,7 +388,6 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir()
-- local yaw = entity.driver:get_look_yaw()
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
@ -420,7 +418,7 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:getpos()
local pos = entity.object:get_pos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
y = pos.y + 1.5 + dir.y,
@ -431,7 +429,6 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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_yaw()
local yaw = entity.driver:get_look_horizontal()
obj:setyaw(yaw + math.pi / 2)
obj:setvelocity(vec)

View file

@ -22,6 +22,9 @@ Lucky Blocks: 9
Changelog:
- 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