Update Mobs Redo (1.41)

This commit is contained in:
Wuzzy 2018-05-29 17:00:30 +02:00
parent 34292ece10
commit c1cc790d9d
3 changed files with 221 additions and 99 deletions

View file

@ -3,7 +3,7 @@
mobs = {}
mobs.mod = "redo"
mobs.version = "20180328"
mobs.version = "20180523"
local MAX_MOB_NAME_LENGTH = 30
@ -61,9 +61,9 @@ local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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 remove_far = false
local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
local show_health = false --minetest.settings:get_bool("mob_show_health") ~= false
local show_health = false
local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
@ -126,6 +126,12 @@ end
-- move mob in facing direction
local set_velocity = function(self, v)
-- do not move if mob has been ordered to stay
if self.order == "stand" then
self.object:setvelocity({x = 0, y = 0, z = 0})
return
end
local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:setvelocity({
@ -146,15 +152,28 @@ end
-- set and return valid yaw
local set_yaw = function(self, yaw)
local set_yaw = function(self, yaw, delay)
if not yaw or yaw ~= yaw then
yaw = 0
end
self:setyaw(yaw)
delay = delay or 0
return yaw
if delay == 0 then
self.object:set_yaw(yaw)
return yaw
end
self.target_yaw = yaw
self.delay = delay
return self.target_yaw
end
-- global function to set mob yaw
function mobs:yaw(self, yaw, delay)
set_yaw(self, yaw, delay)
end
@ -332,9 +351,8 @@ end
local update_tag = function(self)
--DISABLED IN MCL2
--[[
--[=[
local col = "#00FF00"
local qua = self.hp_max / 4
@ -349,11 +367,10 @@ local update_tag = function(self)
if self.health <= floor(qua) then
col = "#FF0000"
end
]]
]=]
self.object:set_properties({
nametag = self.nametag,
-- No nametag coloring
})
end
@ -566,7 +583,7 @@ local node_ok = function(pos, fallback)
return node
end
return minetest.registered_nodes[fallback] -- {name = fallback}
return minetest.registered_nodes[fallback]
end
@ -694,7 +711,8 @@ local do_jump = function(self)
if not self.jump
or self.jump_height == 0
or self.fly
or self.child then
or self.child
or self.order == "stand" then
return false
end
@ -753,9 +771,19 @@ local do_jump = function(self)
self.object:setvelocity(v)
if get_velocity(self) > 0 then
mob_sound(self, self.sounds.jump)
end
-- when in air move forward
minetest.after(0.3, function(self, v)
-- self.object:setvelocity({
self.object:set_acceleration({
x = v.x * 2,--1.5,
y = 0,
z = v.z * 2,--1.5
})
end, self, v)
if get_velocity(self) > 0 then
mob_sound(self, self.sounds.jump)
end
else
self.facing_fence = true
end
@ -1058,13 +1086,18 @@ local day_docile = function(self)
end
-- path finding and smart mob routine by rnd
local los_switcher = false
local height_switcher = false
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
local smart_mobs = function(self, s, p, dist, dtime)
local s1 = self.path.lastpos
local target_pos = self.attack:get_pos()
-- is it becoming stuck?
if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
@ -1072,12 +1105,64 @@ local smart_mobs = function(self, s, p, dist, dtime)
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
-- im stuck, search for path
if (self.path.stuck_timer > stuck_timeout and not self.path.following)
or (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
local use_pathfind = false
local has_lineofsight = minetest.line_of_sight(
{x = s.x, y = (s.y) + .5, z = s.z},
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
-- im stuck, search for path
if not has_lineofsight then
if los_switcher == true then
use_pathfind = true
los_switcher = false
end -- cannot see target!
else
if los_switcher == false then
los_switcher = true
use_pathfind = false
minetest.after(1, function(self)
if has_lineofsight then self.path.following = false end
end, self)
end -- can see target!
end
if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
use_pathfind = true
self.path.stuck_timer = 0
minetest.after(1, function(self)
if has_lineofsight then self.path.following = false end
end, self)
end
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
use_pathfind = true
self.path.stuck_timer = 0
minetest.after(1, function(self)
if has_lineofsight then self.path.following = false end
end, self)
end
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
if height_switcher then
use_pathfind = true
height_switcher = false
end
else
if not height_switcher then
use_pathfind = false
height_switcher = true
end
end
if use_pathfind then
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
local sheight = self.collisionbox[5] - self.collisionbox[2]
@ -1105,17 +1190,25 @@ local smart_mobs = function(self, s, p, dist, dtime)
local dropheight = 6
if self.fear_height ~= 0 then dropheight = self.fear_height end
-- self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra")
self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
-- attempt to unstick mob that is "daydreaming"
--[[ BUT NOT IN MINECLONE2, SILLY!
self.object:setpos({
x = s.x + 0.1 * (random() * 2 - 1),
y = s.y + 1,
z = s.z + 0.1 * (random() * 2 - 1)
})
]]
--[[
-- show path using particles
if self.path.way and #self.path.way > 0 then
print ("-- path length:" .. tonumber(#self.path.way))
for _,pos in pairs(self.path.way) do
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 1,
size = 4,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
end
end
]]
self.state = ""
do_attack(self, self.attack)
@ -1184,11 +1277,11 @@ local smart_mobs = function(self, s, p, dist, dtime)
local ndef1 = minetest.registered_nodes[node1]
if node1 ~= "air"
and node1 ~= "ignore"
and ndef1
and not ndef1.groups.level
and not ndef1.groups.unbreakable
and not ndef1.groups.liquid then
and node1 ~= "ignore"
and ndef1
and not ndef1.groups.level
and not ndef1.groups.unbreakable
and not ndef1.groups.liquid then
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
@ -1221,7 +1314,6 @@ local smart_mobs = function(self, s, p, dist, dtime)
else
-- yay i found path
mob_sound(self, self.sounds.war_cry)
set_velocity(self, self.walk_velocity)
-- follow path now that it has it
@ -1296,25 +1388,21 @@ local monster_attack = function(self)
and (type == "player" or type == "npc"
or (type == "animal" and self.attack_animals == true)) then
s = self.object:get_pos()
p = player:get_pos()
sp = s
dist = get_distance(p, s)
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player to attack
if line_of_sight(self, sp, p, 2) == true
and dist < min_dist then
min_dist = dist
min_player = player
end
-- choose closest player to attack
if dist < min_dist
and line_of_sight(self, sp, p, 2) == true then
min_dist = dist
min_player = player
end
end
end
@ -1347,10 +1435,16 @@ local npc_attack = function(self)
if obj and obj.type == "monster" then
p = obj.object:get_pos()
sp = s
dist = get_distance(p, s)
if dist < min_dist then
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
if dist < min_dist
and line_of_sight(self, sp, p, 2) == true then
min_dist = dist
min_player = obj.object
end
@ -1374,7 +1468,7 @@ local specific_runaway = function(list, what)
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what or list[no] == "player" then
if list[no] == what then
return true
end
end
@ -1424,7 +1518,6 @@ local runaway_from = function(self)
if name ~= "" and name ~= self.name
and specific_runaway(self.runaway_from, name) then
s = self.object:get_pos()
p = player:get_pos()
sp = s
@ -1434,15 +1527,12 @@ local runaway_from = function(self)
dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player/mpb to runaway from
if line_of_sight(self, sp, p, 2) == true
and dist < min_dist then
min_dist = dist
min_player = player
end
-- choose closest player/mpb to runaway from
if dist < min_dist
and line_of_sight(self, sp, p, 2) == true then
min_dist = dist
min_player = player
end
end
end
@ -1462,7 +1552,7 @@ local runaway_from = function(self)
yaw = yaw + pi
end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw, 4)
self.state = "runaway"
self.runaway_timer = 3
self.following = nil
@ -1548,7 +1638,7 @@ local follow_flop = function(self)
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw, 6)
-- anyone but standing npc's can move along
if dist > self.reach
@ -1652,7 +1742,7 @@ local do_states = function(self, dtime)
yaw = yaw + random(-0.5, 0.5)
end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw, 8)
end
set_velocity(self, 0)
@ -1671,14 +1761,14 @@ local do_states = function(self, dtime)
self.state = "walk"
set_animation(self, "walk")
-- fly up/down randomly for flying mobs
--[[ fly up/down randomly for flying mobs
if self.fly and random(1, 100) <= self.walk_chance then
local v = self.object:getvelocity()
local ud = random(-1, 2) / 9
self.object:setvelocity({x = v.x, y = ud, z = v.z})
end
end--]]
end
end
@ -1726,7 +1816,7 @@ local do_states = function(self, dtime)
if lp.x > s.x then yaw = yaw + pi end
-- look towards land and jump/move in that direction
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw, 6)
do_jump(self)
set_velocity(self, self.walk_velocity)
else
@ -1745,14 +1835,14 @@ local do_states = function(self, dtime)
if lp.x > s.x then yaw = yaw + pi end
end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn
elseif random(1, 100) <= 30 then
yaw = yaw + random(-0.5, 0.5)
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw, 8)
end
-- stand for great fall in front
@ -1818,6 +1908,7 @@ local do_states = function(self, dtime)
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return
end
@ -1833,7 +1924,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
@ -1903,7 +1994,7 @@ local do_states = function(self, dtime)
if minetest.find_node_near(pos, 1, {"group:water"})
or minetest.is_protected(pos, "") then
node_break_radius = 0
node_break_radius = 1
end
self.object:remove()
@ -2021,7 +2112,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw)
-- move towards enemy if beyond mob reach
if dist > self.reach then
@ -2124,7 +2215,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw)
set_velocity(self, 0)
@ -2199,7 +2290,6 @@ local falling = function(self, pos)
end
-- in water then float up
-- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if self.floats == 1 then
@ -2400,7 +2490,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
end) ]]
-- knock back effect (only on full punch)
if self.knock_back > 0
if self.knock_back
and tflp >= punch_interval then
local v = self.object:getvelocity()
@ -2451,7 +2541,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
yaw = yaw + pi
end
yaw = set_yaw(self.object, yaw)
yaw = set_yaw(self, yaw, 6)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
@ -2671,7 +2761,7 @@ local mob_activate = function(self, staticdata, def, dtime)
-- set anything changed above
self.object:set_properties(self)
set_yaw(self.object, (random(0, 360) - 180) / 180 * pi)
set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
update_tag(self)
set_animation(self, "stand")
@ -2741,6 +2831,46 @@ local mob_step = function(self, dtime)
falling(self, pos)
-- smooth rotation by ThomasMonroe314
if self.delay and self.delay > 0 then
local yaw = self.object:get_yaw()
if self.delay == 1 then
yaw = self.target_yaw
else
local dif = abs(yaw - self.target_yaw)
if yaw > self.target_yaw then
if dif > pi then
dif = 2 * 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 > pi then
dif = 2 * pi - dif
yaw = yaw - dif / self.delay -- need to subtract
else
yaw = yaw + dif / self.delay -- need to add
end
end
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
if yaw < 0 then yaw = yaw + (pi * 2) end
end
self.delay = self.delay - 1
self.object:set_yaw(yaw)
end
-- end rotation
-- knockback timer
if self.pause_timer > 0 then
@ -2775,9 +2905,6 @@ local mob_step = function(self, dtime)
self.timer = 1
end
-- node replace check (cow eats grass etc.)
replace(self, pos)
-- mob plays random sound at times
if random(1, 100) == 1 then
mob_sound(self, self.sounds.random)
@ -2791,7 +2918,11 @@ local mob_step = function(self, dtime)
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
do_env_damage(self)
-- node replace check (cow eats grass etc.)
replace(self, pos)
end
monster_attack(self)
@ -2851,7 +2982,7 @@ minetest.register_entity(name, {
hp_min = max(1, (def.hp_min or 5) * difficulty),
hp_max = max(1, (def.hp_max or 10) * difficulty),
physical = true,
collisionbox = def.collisionbox,
collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
selectionbox = def.selectionbox or def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
@ -2880,7 +3011,7 @@ minetest.register_entity(name, {
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
knock_back = def.knock_back or 3,
knock_back = def.knock_back ~= false,
blood_amount = def.blood_amount or 5,
blood_texture = def.blood_texture or "mobs_blood.png",
shoot_offset = def.shoot_offset or 0,
@ -3337,7 +3468,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master)
if no_creative == true then
if creative and no_creative == true then
grp.not_in_creative_inventory = 1
end
@ -3401,7 +3532,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
groups = grp,
@ -3438,7 +3568,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
end
if not minetest.registered_entities[mob] then
return
return itemstack
end
pos.y = pos.y + 1
@ -3452,6 +3582,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
ent.owner = placer:get_player_name()
ent.tamed = true
end
-- set nametag
local nametag = itemstack:get_meta():get_string("name")
if nametag ~= "" then
@ -3478,8 +3609,7 @@ end
-- capture critter (thanks to blert2112 for idea)
function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
return false
-- DISABLED IN MCL2
--[=[
--[=[ DISABLED IN MCL2
if self.child
or not clicker:is_player()
or not clicker:get_inventory() then
@ -3588,8 +3718,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
mob_sound(self, "default_place_node_hard")
else
elseif chance ~= 0 then
minetest.chat_send_player(name, S("Missed!"))
mob_sound(self, "mobs_swing")
@ -3603,7 +3732,6 @@ end
-- protect tamed mob with rune item
function mobs:protect(self, clicker)
local name = clicker:get_player_name()
local tool = clicker:get_wielded_item()
@ -3644,7 +3772,6 @@ local mob_sta = {}
-- feeding, taming and breeding (thanks blert2112)
function mobs:feed_tame(self, clicker, feed_count, breed, tame)
if not self.follow then
return false
end
@ -3670,14 +3797,12 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
self.health = self.hp_max
if self.htimer < 1 then
-- DISABLED IN MCL2
--[=[
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
end
@ -3751,9 +3876,9 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
end
return false
end
-- DISABLED IN MCL2
--[=[
-- inspired by blockmen's nametag mod
@ -3799,11 +3924,11 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
-- reset external variables
mob_obj[name] = nil
mob_sta[name] = nil
end
end)
]=]
-- compatibility function for old entities to new modpack entities
function mobs:alias_mob(old_name, new_name)
@ -3817,10 +3942,8 @@ function mobs:alias_mob(old_name, new_name)
on_step = function(self)
local pos = self.object:get_pos()
if minetest.registered_entities[new_name] then
minetest.add_entity(pos, new_name)
minetest.add_entity(self.object:get_pos(), new_name)
end
self.object:remove()