2 mobs.create_interaction_functions = function(def,mob_register)
3 --the sword wear mechanic
4 mob_register.add_sword_wear = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
5 if puncher:is_player() then
6 local itemstack = puncher:get_wielded_item()
7 local wear = itemstack:get_definition().mob_hit_wear
9 itemstack:add_wear(wear)
10 if itemstack:get_name() == "" then
11 minetest.sound_play("tool_break",{to_player = puncher:get_player_name(),gain=0.4})
13 puncher:set_wielded_item(itemstack)
18 --critical effect particles
19 mob_register.do_critical_particles = function(pos)
20 minetest.add_particlespawner({
25 minvel = vector.new(-2,-2,-2),
26 maxvel = vector.new(2,8,2),
27 minacc = {x=0, y=4, z=0},
28 maxacc = {x=0, y=12, z=0},
33 collisiondetection = false,
35 texture = "critical.png",
39 mob_register.collision_detection = function(self)
40 local pos = self.object:get_pos()
41 --do collision detection from the base of the mob
43 local collisionbox = self.object:get_properties().collisionbox
45 pos.y = pos.y + collisionbox[2]
47 local collision_boundary = collisionbox[4]
49 local radius = collision_boundary
51 if collisionbox[5] > collision_boundary then
52 radius = collisionbox[5]
55 for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius*1.25)) do
56 if object ~= self.object and (object:is_player() or object:get_luaentity().mob == true) and
57 --don't collide with rider, rider don't collide with thing
58 (not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
59 (not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
61 local pos2 = object:get_pos()
63 local object_collisionbox = object:get_properties().collisionbox
65 pos2.y = pos2.y + object_collisionbox[2]
67 local object_collision_boundary = object_collisionbox[4]
70 --this is checking the difference of the object collided with's possision
71 --if positive top of other object is inside (y axis) of current object
72 local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
74 local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
79 local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
81 if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
83 local dir = vector.direction(pos,pos2)
86 --eliminate mob being stuck in corners
87 if dir.x == 0 and dir.z == 0 then
88 dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
91 local velocity = vector.multiply(dir,1.1)
93 local vel1 = vector.multiply(velocity, -1)
95 self.object:add_velocity(vel1)
97 if object:is_player() then
98 object:add_player_velocity(vel2)
100 object:add_velocity(vel2)
106 if def.takes_fall_damage == nil or def.takes_fall_damage == true then
107 mob_register.fall_damage = function(self)
108 local vel = self.object:get_velocity()
109 if vel and self.oldvel then
110 if self.oldvel.y < -7 and vel.y == 0 then
111 local damage = math.abs(self.oldvel.y + 7)
112 damage = math.floor(damage/1.5)
113 self.object:punch(self.object, 2,
115 full_punch_interval=1.5,
116 damage_groups = {damage=damage},
124 --this controls what happens when the mob gets punched
125 mob_register.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
127 local vel = self.object:get_velocity()
128 local hurt = tool_capabilities.damage_groups.damage
134 local critical = false
137 local pos = self.object:get_pos()
138 if puncher:is_player() then
139 local puncher_vel = puncher:get_player_velocity().y
140 if puncher_vel < 0 then
148 if (self.punched_timer <= 0 and hp > 1) and not self.dead then
149 self.object:set_texture_mod("^[colorize:"..self.damage_color..":130")
150 self.hurt_color_timer = 0.25
151 if puncher ~= self.object then
152 self.punched_timer = 0.8
153 if self.attacked_hostile then
155 self.hostile_timer = 20
156 if self.group_attack == true then
157 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
158 if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
159 object:get_luaentity().hostile = true
160 object:get_luaentity().hostile_timer = 20
168 if critical == true then
169 self.do_critical_particles(pos)
170 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
172 minetest.sound_play(self.hurt_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(100,140)/100})
176 self.direction = vector.multiply(dir,-1)
177 dir = vector.multiply(dir,10)
185 self.object:add_velocity(dir)
186 self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
187 elseif (self.punched_timer <= 0 and self.death_animation_timer == 0) then
188 self.object:set_texture_mod("^[colorize:"..self.damage_color..":130")
189 self.hurt_color_timer = 0.25
190 if puncher ~= self.object then
191 self.punched_timer = 0.8
192 if self.attacked_hostile then
194 self.hostile_timer = 20
195 if self.group_attack == true then
196 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
197 if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
198 object:get_luaentity().hostile = true
199 object:get_luaentity().hostile_timer = 20
205 self.death_animation_timer = 1
209 if critical == true then
210 self.do_critical_particles(pos)
211 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
213 minetest.sound_play(self.die_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(80,100)/100})
214 self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
218 --this is what happens when a mob dies
219 mob_register.on_death = function(self, killer)
220 local pos = self.object:get_pos()
221 --pos.y = pos.y + 0.4
222 minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
223 minetest.add_particlespawner({
228 minvel = vector.new(-5,-5,-5),
229 maxvel = vector.new(5,5,5),
230 minacc = {x=0, y=0, z=0},
231 maxacc = {x=0, y=0, z=0},
236 collisiondetection = false,
238 texture = "smoke.png",
241 --only throw items if registered
242 if self.item_drop then
243 --detect if multiple items are going to be added
244 if self.item_max then
245 local data_item_amount = math.random(self.item_minimum, self.item_max)
246 for i = 1 ,data_item_amount do
247 minetest.throw_item(vector.new(pos.x,pos.y+0.1,pos.z),self.item_drop)
250 minetest.throw_item(vector.new(pos.x,pos.y+0.1,pos.z),self.item_drop)
254 global_mob_amount = global_mob_amount - 1
255 print("Mobs Died. Current Mobs: "..global_mob_amount)
257 if self.custom_on_death then
258 self.custom_on_death(self)
264 --the pig will look for and at players
265 mob_register.look_around = function(self,dtime)
266 local pos = self.object:get_pos()
268 if self.die_in_light and self.die_in_light_level and self.die_in_light == true then
269 local light_level = minetest.get_node_light(pos)
271 if (self.die_in_light == true and light_level > self.die_in_light_level) then
272 local damage = self.hp
273 self.object:punch(self.object, 2,
275 full_punch_interval=1.5,
276 damage_groups = {damage=damage},
284 self.following = false
285 local player_found = false
287 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
288 if object:is_player() and player_found == false and object:get_hp() > 0 then
289 --look at player's camera
290 local pos2 = object:get_pos()
291 pos2.y = pos2.y + 1.625
295 if self.head_bone then
296 self.move_head(self,pos2,dtime)
299 --print(self.hostile)
300 if self.hostile == true then
301 local distance = vector.distance(pos,pos2)
302 self.following_pos = vector.new(pos2.x,pos2.y-1.625,pos2.z)
305 if self.attack_type == "punch" then
306 if distance < 2.5 and self.punch_timer <= 0 and object:get_hp() > 0 then
307 local line_of_sight = minetest.line_of_sight(pos, pos2)
308 if line_of_sight == true then
310 object:punch(self.object, 2,
312 full_punch_interval=1.5,
313 damage_groups = {fleshy=2},
314 },vector.direction(pos,pos2))
317 elseif self.attack_type == "explode" then
318 --mob will not explode if it cannot see you
319 if distance < self.explosion_radius and minetest.line_of_sight(vector.new(pos.x,pos.y+self.object:get_properties().collisionbox[5],pos.z), pos2) then
321 if not self.tnt_timer then
322 minetest.sound_play("tnt_ignite", {object = self.object, gain = 1.0,})
323 self.tnt_timer = self.explosion_time
324 self.tnt_tick_timer = 0.2
325 self.tnt_mod_state = 1
326 self.object:set_texture_mod("^[colorize:white:130")
329 elseif self.attack_type == "projectile" then
330 if not self.projectile_timer then
331 self.projectile_timer = self.projectile_timer_cooldown
333 if self.projectile_timer <= 0 then
334 self.projectile_timer = self.projectile_timer_cooldown
336 local obj = minetest.add_entity(vector.new(pos.x,pos.y+self.object:get_properties().collisionbox[5],pos.z), self.projectile_type)
338 local dir = vector.multiply(vector.direction(pos,vector.new(pos2.x,pos2.y-3,pos2.z)), 50)
339 obj:set_velocity(dir)
340 obj:get_luaentity().timer = 2
341 obj:get_luaentity().owner = self.object
346 if self.path_data and table.getn(self.path_data) > 0 then
347 self.direction = vector.direction(vector.new(pos.x,0,pos.z), vector.new(self.path_data[1].x,0,self.path_data[1].z))
350 self.direction = vector.direction(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
352 self.speed = self.max_speed
353 self.following = true
355 --only look at one player
359 --stare straight if not found
360 if player_found == false then
361 if self.move_head then
362 self.move_head(self,nil,dtime)
364 if self.following_pos then
365 self.following_pos = nil
367 if self.manage_hostile_timer then
368 self.manage_hostile_timer(self,dtime)