--class mobs = {} local path = minetest.get_modpath(minetest.get_current_modname()).."/api/" dofile(path.."movement.lua") dofile(path.."interaction.lua") dofile(path.."data_handling.lua") dofile(path.."head_code.lua") dofile(path.."animation.lua") dofile(path.."timers.lua") mobs.register_mob = function(def) local mob_register = {} ------------------------------------------------ mob_register.initial_properties = { physical = def.physical, collide_with_objects = def.collide_with_objects, collisionbox = def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, textures = def.textures, is_visible = def.is_visible, pointable = def.pointable, automatic_face_movement_dir = def.automatic_face_movement_dir, automatic_face_movement_max_rotation_per_sec = def.automatic_face_movement_max_rotation_per_sec, makes_footstep_sound = def.makes_footstep_sound, } mob_register.hp = def.hp mob_register.max_speed = def.max_speed mob_register.jump_timer = 0 if def.head_bone then mob_register.head_bone = def.head_bone mobs.create_head_functions(def,mob_register) mob_register.debug_head_pos = def.debug_head_pos mob_register.head_directional_offset = def.head_directional_offset mob_register.head_height_offset = def.head_height_offset mob_register.head_rotation_offset = def.head_rotation_offset mob_register.head_position_correction = def.head_position_correction mob_register.head_coord = def.head_coord else print("create some other functions to turn mob " .. def.mobname) end mob_register.hurt_inside_timer = 0 mob_register.death_animation_timer = 0 mob_register.dead = false mob_register.mob = true mob_register.hostile = def.hostile mob_register.hostile_timer = 0 mob_register.timer = 0 mob_register.state = def.state mob_register.hunger = 200 mob_register.view_distance = def.view_distance mob_register.punch_timer = 0 mob_register.punched_timer = 0 mob_register.group_attack = def.group_attack mob_register.death_rotation = def.death_rotation mob_register.head_mount = def.head_mount mob_register.hurt_sound = def.hurt_sound mob_register.die_sound = def.die_sound mob_register.attack_type = def.attack_type if def.attack_type == "explode" then mob_register.tnt_tick_timer = 0 end mob_register.explosion_radius = def.explosion_radius mob_register.explosion_power = def.explosion_power mob_register.tnt_timer = nil mob_register.explosion_time = def.explosion_time mob_register.custom_function_begin = def.custom_function_begin mob_register.custom_function_end = def.custom_function_end mob_register.projectile_timer_cooldown = def.projectile_timer_cooldown mob_register.attacked_hostile = def.attacked_hostile mob_register.projectile_timer = 0 mob_register.projectile_type = def.projectile_type mob_register.item_drop = def.item_drop mob_register.item_minimum = def.item_minimum or def.item_amount mob_register.item_amount = def.item_amount mob_register.die_in_light = def.die_in_light mob_register.die_in_light_level = def.die_in_light_level mob_register.current_animation = 0 mob_register.hurt_color_timer = 0 mob_register.mob = true mob_register.collision_boundary = def.collision_boundary or 1 mobs.create_movement_functions(def,mob_register) mobs.create_interaction_functions(def,mob_register) mobs.create_data_handling_functions(def,mob_register) mobs.create_animation_functions(def,mob_register) mobs.create_timer_functions(def,mob_register) mob_register.on_step = function(self, dtime) if self.custom_function_begin then self.custom_function_begin(self,dtime) end self.collision_detection(self) self.fall_damage(self) if self.dead == false and self.death_animation_timer == 0 then self.move(self,dtime) self.manage_hurt_color_timer(self,dtime) self.set_animation(self) if self.look_around then self.look_around(self,dtime) end self.manage_punch_timer(self,dtime) --self.debug_nametag(self,dtime) else self.manage_death_animation(self,dtime) self.move_head(self,nil,dtime) end --fix zombie state again if self.dead == true and self.death_animation_timer <= 0 then self.on_death(self) end if self.tnt_timer then self.manage_explode_timer(self,dtime) end if self.projectile_timer then self.manage_projectile_timer(self,dtime) end if self.custom_function_end then self.custom_function_end(self,dtime) end end minetest.register_entity("mob:"..def.mobname, mob_register) ------------------------------------------------ end