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
42 pos.y = pos.y - self.object:get_properties().collisionbox[2]
43 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.collision_boundary)) do
44 if object:is_player() or object:get_luaentity().mob == true then
45 local pos2 = object:get_pos()
47 local dir = vector.direction(pos,pos2)
50 --eliminate mob being stuck in corners
51 if dir.x == 0 and dir.z == 0 then
52 dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
55 local velocity = vector.multiply(dir,1.1)
57 local vel1 = vector.multiply(velocity, -1)
59 self.object:add_velocity(vel1)
61 if object:is_player() then
62 object:add_player_velocity(vel2)
64 object:add_velocity(vel2)
70 mob_register.fall_damage = function(self)
71 local vel = self.object:get_velocity()
72 if vel and self.oldvel then
73 if self.oldvel.y < -7 and vel.y == 0 then
74 local damage = math.abs(self.oldvel.y + 7)
75 damage = math.floor(damage/1.5)
76 self.object:punch(self.object, 2,
78 full_punch_interval=1.5,
79 damage_groups = {damage=damage},
86 --this controls what happens when the mob gets punched
87 mob_register.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
89 local vel = self.object:get_velocity()
90 local hurt = tool_capabilities.damage_groups.damage
96 local critical = false
99 local pos = self.object:get_pos()
100 if puncher:is_player() then
101 local puncher_vel = puncher:get_player_velocity().y
102 if puncher_vel < 0 then
110 if (self.punched_timer <= 0 and hp > 1) and not self.dead then
111 self.object:set_texture_mod("^[colorize:red:130")
112 self.hurt_color_timer = 0.25
113 if puncher ~= self.object then
114 self.punched_timer = 0.8
115 if self.attacked_hostile then
117 self.hostile_timer = 20
118 if self.group_attack == true then
119 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
120 if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
121 object:get_luaentity().hostile = true
122 object:get_luaentity().hostile_timer = 20
130 if critical == true then
131 self.do_critical_particles(pos)
132 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
134 minetest.sound_play(self.hurt_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(100,140)/100})
138 self.direction = vector.multiply(dir,-1)
139 dir = vector.multiply(dir,10)
147 self.object:add_velocity(dir)
148 self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
149 elseif (self.punched_timer <= 0 and self.death_animation_timer == 0) then
150 self.object:set_texture_mod("^[colorize:red:130")
151 self.hurt_color_timer = 0.25
152 if puncher ~= self.object then
153 self.punched_timer = 0.8
154 if self.attacked_hostile then
156 self.hostile_timer = 20
157 if self.group_attack == true then
158 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
159 if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
160 object:get_luaentity().hostile = true
161 object:get_luaentity().hostile_timer = 20
167 self.death_animation_timer = 1
171 if critical == true then
172 self.do_critical_particles(pos)
173 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
175 minetest.sound_play(self.die_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(80,100)/100})
176 self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
180 --this is what happens when a mob dies
181 mob_register.on_death = function(self, killer)
182 local pos = self.object:get_pos()
183 --pos.y = pos.y + 0.4
184 minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
185 minetest.add_particlespawner({
190 minvel = vector.new(-5,-5,-5),
191 maxvel = vector.new(5,5,5),
192 minacc = {x=0, y=0, z=0},
193 maxacc = {x=0, y=0, z=0},
198 collisiondetection = false,
200 texture = "smoke.png",
203 --only throw items if registered
204 if self.item_drop then
205 --detect if multiple items are going to be added
206 if self.item_amount and self.item_minumum then
207 local data_item_amount = math.random(self.item_minimum, self.item_amount)
208 for i = self.item_minimum,data_item_amount do
209 minetest.throw_item(pos,self.item_drop)
212 minetest.throw_item(pos,self.item_drop)
216 global_mob_amount = global_mob_amount - 1
217 print("Mobs Died. Current Mobs: "..global_mob_amount)
222 --the pig will look for and at players
223 mob_register.look_around = function(self,dtime)
224 local pos = self.object:get_pos()
226 if self.die_in_light and self.die_in_light_level and self.die_in_light == true then
227 local light_level = minetest.get_node_light(pos)
229 if (self.die_in_light == true and light_level > self.die_in_light_level) then
230 local damage = self.hp
231 self.object:punch(self.object, 2,
233 full_punch_interval=1.5,
234 damage_groups = {damage=damage},
242 self.following = false
243 local player_found = false
244 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
245 if object:is_player() and player_found == false and object:get_hp() > 0 then
246 --look at player's camera
247 local pos2 = object:get_pos()
248 pos2.y = pos2.y + 1.625
252 if self.head_bone then
253 player_found = self.move_head(self,pos2,dtime)
257 if self.hostile == true then
258 local distance = vector.distance(pos,pos2)
261 if self.attack_type == "punch" then
262 if distance < 2.5 and self.punch_timer <= 0 and object:get_hp() > 0 then
263 local line_of_sight = minetest.line_of_sight(pos, pos2)
264 if line_of_sight == true then
266 object:punch(self.object, 2,
268 full_punch_interval=1.5,
269 damage_groups = {fleshy=2},
270 },vector.direction(pos,pos2))
273 elseif self.attack_type == "explode" then
274 if distance < self.explosion_radius then
276 if not self.tnt_timer then
277 minetest.sound_play("tnt_ignite", {object = self.object, gain = 1.0,})
278 self.tnt_timer = self.explosion_time
279 self.tnt_tick_timer = 0.2
280 self.tnt_mod_state = 1
281 self.object:set_texture_mod("^[colorize:white:130")
284 elseif self.attack_type == "projectile" then
285 if not self.projectile_timer then
286 self.projectile_timer = self.projectile_timer_cooldown
288 if self.projectile_timer <= 0 then
289 self.projectile_timer = self.projectile_timer_cooldown
291 local obj = minetest.add_entity(pos, self.projectile_type)
293 local dir = vector.multiply(vector.direction(pos,pos2), 50)
294 obj:set_velocity(dir)
295 obj:get_luaentity().timer = 2
299 self.direction = vector.direction(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
300 self.speed = self.max_speed
301 self.following = true
303 --only look at one player
307 --stare straight if not found
308 if player_found == false then
309 --self.move_head(self,nil,dtime)
310 if self.manage_hostile_timer then
311 self.manage_hostile_timer(self,dtime)