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[Crafter.git] / mods / mob / init.lua
index a2265bcc57ef3c9f5d7f32625e394fc5511f5a95..73df7a3399e573f2f47dd0c1d5d99ad4eeee8adc 100644 (file)
 --this is where mobs are defined
 
-global_mob_table = {}
-
+--this is going to be used to set an active mob limit
+global_mob_amount = 0
+mob_limit = 100
 
 local path = minetest.get_modpath(minetest.get_current_modname())
 
 dofile(path.."/spawning.lua")
+dofile(path.."/api/api_hook.lua")
 dofile(path.."/items.lua")
+dofile(path.."/chatcommands.lua")
 
 
---these are helpers to create entities
-local mob = {}
-mob.initial_properties = {
-       hp_max = 1,
-       physical = true,
-       collide_with_objects = false,
-       collisionbox = {-0.37, -0.37, -0.37, 0.37, 0.865, 0.37},
-       visual = "mesh",
-       visual_size = {x = 3, y = 3},
-       mesh = "pig.x",
-       textures = {
-               "body.png","leg.png","leg.png","leg.png","leg.png"
-       },
-       is_visible = true,
-       pointable = true,
-       automatic_face_movement_dir = 0.0,
-       automatic_face_movement_max_rotation_per_sec = 600,
-}
-mob.hp = 5
-mob.mob = true
-mob.hostile = false
-mob.timer = 0
+mobs.register_mob(
+       {
+        mobname = "pig",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "pig.b3d",
+        textures = {
+                --blank out the first two to create adult pig
+               "pig.png"
+        },
+        
+        --these are used to anchor a point to the head position
 
 
-mob.get_staticdata = function(self)
-       return minetest.serialize({
-               --range = self.range,
-               hp = self.hp,           
-       })
-end
+        -----
+        head_bone = "head",
+        debug_head_pos = false,
+        head_directional_offset = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 0.8, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,3,-0.5),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "horizontal",
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 0,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 10,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 5,
+        state = 0,
+        view_distance = 15,
+        
+        item_drop = "mob:raw_porkchop", 
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        ----
+        death_rotation = "x",
+        
+        hurt_sound = "pig",
+        die_sound = "pig_die",
+        
+        
+        hostile = false,
+        attacked_hostile = false,
+        attack_type = "punch",
+        group_attack = true,
+        --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        --explosion_power = 7, -- how big the explosion has to be
+        --explosion_time = 3, -- how long it takes for a mob to explode
+       }
+)
 
-mob.on_activate = function(self, staticdata, dtime_s)
-       self.object:set_armor_groups({immortal = 1})
-       --self.object:set_velocity({x = math.random(-5,5), y = 5, z = math.random(-5,5)})
-       self.object:set_acceleration({x = 0, y = -9.81, z = 0})
-       if string.sub(staticdata, 1, string.len("return")) == "return" then
-               local data = minetest.deserialize(staticdata)
-               if data and type(data) == "table" then
-                       --self.range = data.range
-                       self.hp = data.hp
-               end
-       end
-       self.object:set_animation({x=5,y=15}, 1, 0, true)
-       self.object:set_hp(self.hp)
-       self.direction = vector.new(math.random()*math.random(-1,1),0,math.random()*math.random(-1,1))
-       
-       --set the head up
-       local head = minetest.add_entity(self.object:get_pos(), "mob:head")
-       if head then
-               self.child = head
-               self.child:get_luaentity().parent = self.object
-               self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180,0,180))
-               self.head_rotation = vector.new(180,180,90)
-               self.child:set_animation({x=90,y=90}, 15, 0, true)
-       end
-       
-       --self.object:set_yaw(math.pi*math.random(-1,1)*math.random())
-end
-mob.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)           
-       local hurt = tool_capabilities.damage_groups.fleshy
-       if not hurt then
-               hurt = 1
-       end
-       local hp = self.object:get_hp()
-       self.object:set_hp(hp-hurt)
-       if hp > 1 then
-               minetest.sound_play("hurt", {object=self.object, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100})
-       end
-       self.hp = hp-hurt
-end
-mob.on_death = function(self, killer)
-       local pos = self.object:getpos()
-       pos.y = pos.y + 0.4
-       minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
-       minetest.add_particlespawner({
-               amount = 40,
-               time = 0.001,
-               minpos = pos,
-               maxpos = pos,
-               minvel = vector.new(-5,-5,-5),
-               maxvel = vector.new(5,5,5),
-               minacc = {x=0, y=0, z=0},
-               maxacc = {x=0, y=0, z=0},
-               minexptime = 1.1,
-               maxexptime = 1.5,
-               minsize = 1,
-               maxsize = 2,
-               collisiondetection = false,
-               vertical = false,
-               texture = "smoke.png",
-       })
-       local obj = minetest.add_item(pos,"mob:raw_porkchop")
-       self.child:get_luaentity().parent = nil
-end
---repel from players
-mob.push = function(self)
-       local pos = self.object:getpos()
-       local radius = 1
-       for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
-               if object:is_player() or object:get_luaentity().mob == true then
-                       local player_pos = object:getpos()
-                       pos.y = 0
-                       player_pos.y = 0
-                       
-                       local currentvel = self.object:getvelocity()
-                       local vel = vector.subtract(pos, player_pos)
-                       vel = vector.normalize(vel)
-                       local distance = vector.distance(pos,player_pos)
-                       distance = (radius-distance)*10
-                       vel = vector.multiply(vel,distance)
-                       local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z)
-                       
-                       
-                       self.object:add_velocity(acceleration)
-                       
-                       acceleration = vector.multiply(acceleration, 5)
-                       object:add_player_velocity(acceleration)
-               end
-       end
-end
---This makes the mob walk at a certain speed and jump
-mob.move = function(self,dtime)
-       self.timer = self.timer - dtime
-       if self.timer <= 0 then
-               self.timer = math.random(1,3)
-               self.direction = vector.new(math.random()*math.random(-1,1),0,math.random()*math.random(-1,1))
-               --local yaw = self.object:get_yaw() + dtime
-               
-               --self.object:set_yaw(yaw)
-       end
-       
-       local pos1 = self.object:getpos()
-       pos1.y = pos1.y + 0.37
-       local currentvel = self.object:getvelocity()
-       local goal = vector.multiply(self.direction,5)
-       local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z)
-       acceleration = vector.multiply(acceleration, 0.05)
-       self.object:add_velocity(acceleration)
-
-       --try to jump
-       if currentvel.y <= 0 then
-               local in_front = minetest.raycast(pos1, vector.add(pos1,vector.multiply(self.direction,3)), false, false):next()
-               local below = minetest.raycast(pos1, vector.add(pos1, vector.new(0,-0.02,0)), false, false):next()
-               if in_front then
-                       in_front = minetest.registered_nodes[minetest.get_node(in_front.under).name].walkable
-               end
-               if below then
-                       below = minetest.registered_nodes[minetest.get_node(below.under).name].walkable
+mobs.register_mob(
+       {
+        mobname = "sheep",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "sheep.b3d",
+        textures = {
+               "sheep_head_wool.png","sheep_wool.png","sheep.png"
+               --"sheep_head_shaved.png","nothing.png","sheep.png"
+        },
+        
+        --these are used to anchor a point to the head position
+
+
+        -----
+        head_bone = "head",
+        debug_head_pos = false,
+        head_directional_offset = 0.571, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 1.15, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,4.1,-0.86),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "horizontal",
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 0,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 10,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 5,
+        state = 0,
+        view_distance = 15,
+        
+        item_drop = "mob:raw_porkchop", 
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        ----
+        death_rotation = "x",
+        
+        hurt_sound = "sheep",
+        die_sound = "sheep",
+        
+        
+        hostile = false,
+        attacked_hostile = false,
+        attack_type = "punch",
+        group_attack = true,
+
+        c_mob_data = {sheared = false},
+
+        custom_on_activate = function(self)
+               --print(dump(self.c_mob_data))
+               if self.c_mob_data.sheared == true then
+                       self.object:set_properties({textures = {"sheep_head_shaved.png","nothing.png","sheep.png"}})
                end
-               
-               if in_front and below then
-                       self.object:add_velocity(vector.new(0,5,0))
+        end,
+
+        custom_on_punch = function(self)
+               if self.c_mob_data.sheared == false then
+                       self.object:set_properties({textures = {"sheep_head_shaved.png","nothing.png","sheep.png"}})
+                       self.c_mob_data = {sheared=true}
+                       local pos = self.object:get_pos()
+                       pos.y = pos.y + 0.5
+                       minetest.throw_item(pos,{name="weather:snow_block"})
                end
        end
-end
---makes the mob swim
-mob.swim = function(self)
-       local pos = self.object:getpos()
-       pos.y = pos.y + 0.7
-       local node = minetest.get_node(pos).name
-       local vel = self.object:getvelocity()
-       local goal = 3
-       local acceleration = vector.new(0,goal-vel.y,0)
-       self.swimming = false
-       
-       if node == "main:water" or node =="main:waterflow" then
-               self.swimming = true
-               self.object:add_velocity(acceleration)
-       end
-end
---sets the mob animation and speed
-mob.set_animation = function(self)
-       local distance = vector.distance(vector.new(0,0,0), self.object:getvelocity())
-       self.object:set_animation_frame_speed(distance*5)
-end
+       }
+)
 
---converts yaw to degrees
-local degrees = function(yaw)
-       yaw = yaw + math.pi
-       return(yaw*180.0/math.pi)
-end
+mobs.register_mob(
+       {
+        mobname = "chicken",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.225, 0, -0.225, 0.225, 0.675, 0.225},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "chicken.b3d",
+        textures = {
+                --blank out the first two to create adult pig
+               "chicken.png"
+        },
+        
+        --these are used to anchor a point to the head position
 
-local degree_round = function(degree)
-       return(degree + 0.5 - (degree + 0.5) % 1)
-end
 
-local radians_to_degrees = function(radians)
-       return(radians*180.0/math.pi)
-end
+        -----
+        head_bone = "head",
+        debug_head_pos = false,
+        rotational_correction = -math.pi/2,
+        head_directional_offset = 0.2, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 0.82, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,1.8,-0.89),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "vertical",
+        flip_pitch = true,
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 90,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 10,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 5,
+        state = 0,
+        view_distance = 15,
+        
+        item_drop = {"mob:egg","mob:feather"}, 
+        standing_frame = {x=20,y=20},
+        moving_frame = {x=0,y=20},
+        animation_multiplier = 15,
+        ----
+        ----
+        death_rotation = "z",
+        
+        hurt_sound = "chicken_hurt",
+        die_sound = "chicken_die",
+        
+        
+        hostile = false,
+        attacked_hostile = false,
+        attack_type = "punch",
+        group_attack = true,
+        --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        --explosion_power = 7, -- how big the explosion has to be
+        --explosion_time = 3, -- how long it takes for a mob to explode
+       }
+)
 
---a movement test to move the head
-mob.move_head = function(self,pos2)
-       if self.child then
-               --print(self.head_rotation.y)
-               --if passed a direction to look
-               if pos2 then
-                       local pos = self.object:get_pos()
-                       local body_yaw = self.object:get_yaw() - (math.pi/2)
-                       local dir = vector.multiply(minetest.yaw_to_dir(body_yaw),0.72)
-                       local real_dir = minetest.yaw_to_dir(body_yaw)
-                       local body_yaw = degree_round(degrees(minetest.dir_to_yaw(dir)))
-                       
-                       --pos is where the head actually is
-                       pos = vector.add(pos,dir)
-                       pos.y = pos.y + 0.36
-                                       
-                       
-                       local head_yaw  = degree_round(degrees(minetest.dir_to_yaw(vector.direction(pos,pos2))))                        
-                       
-                       local new_yaw = (body_yaw-head_yaw)
-
-                       local pitch = 0 
-                       local roll = 0
-                       
-                       --print(self.head_rotation.y)
-                       if math.abs(new_yaw) <= 90 or math.abs(new_yaw) >= 270 then
-                               --do other calculations on pitch and roll
-                               
-                               local triangle = vector.new(vector.distance(pos,pos2),0,pos2.y-pos.y)
-                               
-                               local tri_yaw = minetest.dir_to_yaw(triangle)+(math.pi/2)
-                               
-                               pitch = radians_to_degrees(tri_yaw)
-                               
-                               pitch = math.floor(pitch+90 + 0.5)
-                               
-                               
-                               local goal_yaw = 180-new_yaw
-                               
-                               if goal_yaw < 0 then
-                                       goal_yaw = goal_yaw + 360
-                               end
-                               
-                               local current_yaw = self.head_rotation.y
-                               
-                               if goal_yaw > current_yaw then
-                                       current_yaw = current_yaw + 4
-                               elseif goal_yaw < current_yaw then
-                                       current_yaw = current_yaw - 4
-                               end
-                               
-                               --stop jittering
-                               if math.abs(math.abs(goal_yaw) - math.abs(current_yaw)) <= 4 then
-                                       --print("skipping:")
-                                       --print(math.abs(goal_yaw) - math.abs(current_yaw))
-                                       current_yaw = goal_yaw
-                               else
-                                       --print(" NOT SKIPPING")
-                                       --print(math.abs(goal_yaw) - math.abs(current_yaw))
-                               end
-                               
-                               
-                               local goal_pitch = pitch
-                               
-                               local current_pitch = self.head_rotation.z
-                               
-                               if goal_pitch > current_pitch then
-                                       current_pitch = current_pitch + 1
-                               elseif goal_pitch < current_pitch then
-                                       current_pitch = current_pitch - 1
+mobs.register_mob(
+       {
+        mobname = "snowman",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 1.75, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "snowman.b3d",
+        textures = {
+               "snowman.png","snowman.png","snowman.png","snowman.png","snowman.png","snowman.png",
+        },
+        
+        --these are used to anchor a point to the head position
+
+
+        -----
+        --head_bone = "Bone",
+        debug_head_pos = false,
+        head_directional_offset = 0, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 1.625, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,4.6,0),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "vertical",
+        --rotational_correction = math.pi/2,
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = -90,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 10,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 5,
+        state = 0,
+        view_distance = 15,
+        
+        item_drop = {"weather:snowball","main:coal","mob:carrot","main:stick"}, 
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=0},
+        animation_multiplier = 10,
+        ----
+        ----
+        death_rotation = "z",
+        
+        hurt_sound = "wool",
+        die_sound = "wool",
+        
+        
+        hostile = true,
+        attack_type = "projectile",
+        projectile_type = "weather:snowball",
+        projectile_timer_cooldown = 1,
+
+        custom_function = function(self,dtime,moveresult)
+               if moveresult and moveresult.touching_ground then
+                       local pos = vector.floor(vector.add(self.object:get_pos(),0.5))
+
+                       if self.custom_old_pos and not vector.equals(pos,self.custom_old_pos) then
+                               if minetest.get_nodedef(minetest.get_node(pos).name,"buildable_to") == true and minetest.get_nodedef(minetest.get_node(vector.new(pos.x,pos.y-1,pos.z)).name,"buildable_to") == false then
+                                       minetest.set_node(pos,{name="weather:snow"})
                                end
-                               
-                               self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180,    current_yaw,    180))
-                               self.child:set_animation({x=current_pitch,y=current_pitch}, 15, 0, true)        
-                               self.head_rotation = vector.new(180,    current_yaw,    current_pitch)
-                       --nothing to look at
-                       else
-                               self.return_head_to_origin(self)
                        end
-                       --                                                                      roll        newyaw      pitch
-                       
-               --if nothing to look at
-               else
-                       --print("not looking")
-                       self.return_head_to_origin(self)
-               end
-       end
-end
---this sets the mob to move it's head back to pointing forwards
-mob.return_head_to_origin = function(self)
-       --print("setting back to origin")
-       local rotation = self.head_rotation
-       
-       --make the head yaw move back twice as fast 
-       if rotation.y > 180 then
-               if rotation.y > 360 then
-                       rotation.y = rotation.y - 360
-               end
-               rotation.y = rotation.y - 2
-       elseif rotation.y < 180 then
-               if rotation.y < 0 then
-                       rotation.y = rotation.y + 360
+                       self.custom_old_pos = pos
                end
-               rotation.y = rotation.y + 2
-       end
-       --finish rotation
-       if math.abs(rotation.y)+1 == 180 then
-               rotation.y = 180
-       end
-       --move up down (pitch) back to center
-       if rotation.z > 90 then
-               rotation.z = rotation.z - 1
-       elseif rotation.z < 90 then
-               rotation.z = rotation.z + 1
-       end
-       
-       
-       rotation.z = math.floor(rotation.z + 0.5)
-       rotation.y = math.floor(rotation.y + 0.5)
-       --print(rotation.y)
-       self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180,    rotation.y,    180))
-       self.child:set_animation({x=rotation.z,y=rotation.z}, 15, 0, true)
-       self.head_rotation = rotation
-end
+        end,
 
-mob.look_around = function(self)
-       local pos = self.object:get_pos()
-       --STARE O_O
-       local player_found = false
-       for _,object in ipairs(minetest.get_objects_inside_radius(pos, 6)) do
-               if object:is_player() and player_found == false then
-                       --print("test")
-                       player_found = true
-                       --look at player's camera
-                       local pos2 = object:get_pos()
-                       pos2.y = pos2.y + 1.625
-                       self.move_head(self,pos2)
+        custom_timer = 0.75,
+        custom_timer_function = function(self,dtime)
+               if weather_type and weather_type ~= 1 then
+                       self.object:punch(self.object, 2, 
+                               {
+                               full_punch_interval=1.5,
+                               damage_groups = {damage=2},
+                               })
                end
-       end
-       --stare straight if not found
-       if player_found == false then
-               self.move_head(self,nil)
-       end
-end
+        end,
+       }
+)
 
-mob.on_step = function(self, dtime)
-       self.move(self,dtime)
-       self.set_animation(self)
-       self.look_around(self)
-end
+mobs.register_mob(
+       {
+        mobname = "phyg",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "phyg.b3d",
+        textures = {
+                --blank out the first two to create adult pig
+               "phyg.png","wings.png"
+        },
+        
+        --these are used to anchor a point to the head position
 
-minetest.register_entity("mob:pig", mob)
 
+        -----
+        head_bone = "head",
+        debug_head_pos = false,
+        head_directional_offset = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 0.8, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,3,-0.5),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "horizontal",
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 0,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        takes_fall_damage = false,
+        make_jump_noise = false,
+        hp = 10,
+        gravity = {x = 0, y = -1, z = 0},
+        movement_type = "walk",
+        max_speed = 5,
+        state = 0,
+        view_distance = 15,
+        
+        item_drop = "main:gold", 
+        item_minimum = 4,
+        item_max = 5,
 
-local head = {}
-head.initial_properties = {
-       hp_max = 1,
-       physical = false,
-       collide_with_objects = false,
-       collisionbox = {0, 0, 0, 0, 0, 0},
-       visual = "mesh",
-       visual_size = {x = 1.1, y = 1.1},
-       mesh = "pig_head.x",
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        ----
+        death_rotation = "x",
+        
+        hurt_sound = "pig",
+        die_sound = "pig_die",
+        
+        
+        hostile = false,
+        attacked_hostile = false,
+        attack_type = "punch",
+        group_attack = true,
+        --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        --explosion_power = 7, -- how big the explosion has to be
+        --explosion_time = 3, -- how long it takes for a mob to explode
+       }
+)
+
+
+mobs.register_mob(
+       {
+       mobname = "big_slime",
+       physical = true,
+       collide_with_objects = false,
+       collisionbox = {-1.25, 0, -1.25, 1.25, 2.5, 1.25},
+       visual = "mesh",
+       visual_size = {x = 15, y = 15},
+       mesh = "slime.b3d",
        textures = {
-               "head.png","nose.png"
+               "slime.png"
        },
+       collision_boundary = 2.5,
        is_visible = true,
+       pointable = true,
+       automatic_face_movement_dir = 90,
+       automatic_face_movement_max_rotation_per_sec = 300,
+       makes_footstep_sound = false,
+       hp = 32,
+       gravity = {x = 0, y = -9.81, z = 0},
+       movement_type = "jump",
+       make_jump_noise = true,
+       max_speed = 5,
+       hostile = true,
+       state = 0,
+       view_distance = 20,
+       death_rotation = "z",
+       hurt_sound = "slime_die",
+       die_sound = "slime_die",
+       attack_type = "punch",
+       attack_damage = 6,
+       custom_on_death = function(self)
+               local pos = self.object:get_pos()
+               for i = 1,4 do
+                       minetest.add_entity(pos,"mob:medium_slime")
+               end
+       end,
+       }
+)
+
+mobs.register_mob(
+       {
+       mobname = "medium_slime",
+       physical = true,
+       collide_with_objects = false,
+       collisionbox = {-0.625, 0, -0.625, 0.625, 1.25, 0.625},
+       visual = "mesh",
+       visual_size = {x = 7.5, y = 7.5},
+       mesh = "slime.b3d",
+       textures = {
+               "slime.png"
+       },
+       is_visible = true,
+       pointable = true,
+       automatic_face_movement_dir = 90,
+       automatic_face_movement_max_rotation_per_sec = 300,
+       makes_footstep_sound = false,
+       hp = 10,
+       gravity = {x = 0, y = -9.81, z = 0},
+       movement_type = "jump",
+       make_jump_noise = true,
+       max_speed = 5,
+       hostile = true,
+       state = 0,
+       view_distance = 20,
+       death_rotation = "z",
+       hurt_sound = "slime_die",
+       die_sound = "slime_die",
+       attack_damage = 2,
+       attack_type = "punch",
+       custom_on_death = function(self)
+               local pos = self.object:get_pos()
+               pos.y = pos.y + 0.2
+               for i = 1,4 do
+                       minetest.add_entity(pos,"mob:small_slime")
+               end
+       end,
+       }
+)
+
+mobs.register_mob(
+       {
+       mobname = "small_slime",
+       physical = true,
+       collide_with_objects = false,
+       collisionbox = {-0.3, 0, -0.3, 0.3, 0.6, 0.3},
+       visual = "mesh",
+       visual_size = {x = 3.7, y = 3.7},
+       mesh = "slime.b3d",
+       textures = {
+               "slime.png"
+       },
+       is_visible = true,
+       pointable = true,
+       automatic_face_movement_dir = 90,
+       automatic_face_movement_max_rotation_per_sec = 300,
+       makes_footstep_sound = false,
+       hp = 4,
+       gravity = {x = 0, y = -9.81, z = 0},
+       movement_type = "jump",
+       make_jump_noise = true,
+       max_speed = 5,
+       hostile = true,
+       state = 0,
+       view_distance = 20,
+       death_rotation = "z",
+       hurt_sound = "slime_die",
+       die_sound = "slime_die",
+       attack_damage = 1,
+       attack_type = "punch",
+       item_drop = "mob:slimeball"
+       }
+)
+
+--[[
+
+
+mobs.register_mob(
+       {
+        mobname = "creepig",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "pig.x",
+        textures = {
+               "creepig_body.png","creepig_leg.png","creepig_leg.png","creepig_leg.png","creepig_leg.png"
+       },
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = -90.0,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 10,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 4,
+        hostile = true,
+        state = 0,
+        view_distance = 20,
+        item_drop = "mob:cooked_porkchop",
+         
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=5,y=15},
+        animation_multiplier = 5,
+        ----
+         
+        has_head = true, --remove this when mesh based head rotation is implemented
+        head_visual = "mesh",
+        head_visual_size = {x = 1.1, y = 1.1},
+        head_mesh = "pig_head.x",
+        head_textures ={"creepig_head.png","creepig_nose.png"},
+        head_mount = vector.new(0,1.2,1.9),
+        
+        death_rotation = "z",
+        
+        hurt_sound = "pig",
+        die_sound = "pig_die",
+        
+        attack_type = "explode",
+        --projectile_timer_cooldown = 5,
+        --projectile_type = "tnt:tnt",
+        
+        explosion_radius = 2, -- how far away the mob has to be to initialize the explosion
+        explosion_power = 7, -- how big the explosion has to be
+        explosion_time = 5, -- how long it takes for a mob to explode
+        
+        die_in_light = true,
+        die_in_light_level = 12,
+       }
+)
+
+]]--
+
+mobs.register_mob(
+       {
+        mobname = "creeper",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3.2, y = 3.2},
+        mesh = "creeper.b3d",
+        textures = {
+               "creeper.png"
+       },
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 27,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 5.5,
+        hostile = true,
+        hostile_cooldown = false,
+        state = 0,
+        view_distance = 32,
+        item_drop = "mob:gunpowder",
+         
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        pathfinds = true,
+        
+        --these are used to anchor a point to the head position
+        -----
+        automatic_face_movement_dir = 0,
+        head_bone = "head",
+        debug_head_pos = false,
+        --this always has to be slightly positive
+        head_directional_offset = 0.01,
+        head_height_offset = 1.45, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,2.4,0),
+        head_coord = "vertical",
+        -----
+         
+        
+        death_rotation = "x",
+        
+        hurt_sound = "creeper_hurt",
+        die_sound = "creeper_hurt",
+        
+        attack_type = "explode",
+        --projectile_timer_cooldown = 5,
+        --projectile_type = "tnt:tnt",
+        
+        explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        explosion_power = 4, -- how big the explosion has to be
+        explosion_time = 3, -- how long it takes for a mob to explode
+        
+        die_in_light = false,
+        --die_in_light_level = 12,
+       }
+)
+
+mobs.register_mob(
+       {
+        mobname = "sneeper",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3.2, y = 3.2},
+        mesh = "creeper.b3d",
+        textures = {
+               "sneeper.png"
+       },
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 27,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 5.5,
+        hostile = true,
+        hostile_cooldown = false,
+        state = 0,
+        view_distance = 32,
+        item_drop = "mob:gunpowder",
+         
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        pathfinds = true,
+        
+        --these are used to anchor a point to the head position
+        -----
+        automatic_face_movement_dir = 0,
+        head_bone = "head",
+        debug_head_pos = false,
+        --this always has to be slightly positive
+        head_directional_offset = 0.01,
+        head_height_offset = 1.45, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,2.4,0),
+        head_coord = "vertical",
+        -----
+        
+        damage_color = "blue",
+        
+        death_rotation = "x",
+        
+        hurt_sound = "creeper_hurt",
+        die_sound = "creeper_hurt",
+        
+        attack_type = "explode",
+        explosion_type = "weather:snow_block",
+        --projectile_timer_cooldown = 5,
+        --projectile_type = "tnt:tnt",
+        
+        explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        explosion_power = 4, -- how big the explosion has to be
+        explosion_time = 3, -- how long it takes for a mob to explode
+        
+        die_in_light = false,
+        --die_in_light_level = 12,
+       }
+)
+
+
+mobs.register_mob(
+       {
+        mobname = "nitro_creeper",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3.2, y = 3.2},
+        mesh = "creeper.b3d",
+        textures = {
+               "nitro_creeper.png"
+       },
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 40,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 9,
+        hostile = true,
+        hostile_cooldown = false,
+        state = 0,
+        view_distance = 40,
+        item_drop = "mob:gunpowder",
+
+        damage_color = "blue",
+         
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        pathfinds = true,
+        
+        --these are used to anchor a point to the head position
+        -----
+        automatic_face_movement_dir = 0,
+        head_bone = "head",
+        debug_head_pos = false,
+        --this always has to be slightly positive
+        head_directional_offset = 0.01,
+        head_height_offset = 1.45, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,2.4,0),
+        head_coord = "vertical",
+        -----
+         
+        
+        death_rotation = "x",
+        
+        hurt_sound = "creeper_hurt",
+        die_sound = "creeper_hurt",
+        
+        attack_type = "explode",
+        --projectile_timer_cooldown = 5,
+        --projectile_type = "tnt:tnt",
+        
+        explosion_radius = 6, -- how far away the mob has to be to initialize the explosion
+        explosion_power = 14, -- how big the explosion is (radius)
+        explosion_time = 3, -- how long it takes for a mob to explode
+        explosion_blink_timer = 0.1, -- how fast the blinking happens
+        
+        die_in_light = false,
+        --die_in_light_level = 12,
+       }
+)
+
+local spider_eyes = {}
+
+spider_eyes.initial_properties = {
+       visual = "mesh",
+       mesh = "spider_eyes.b3d",
+       textures = {"spider_eyes.png"},
        pointable = false,
-       --automatic_face_movement_dir = 0.0,
-       --automatic_face_movement_max_rotation_per_sec = 600,
+       collisionbox = {0, 0, 0, 0, 0, 0}
 }
-
---remove the head if no body
-head.on_step = function(self, dtime)
-       if self.parent == nil then
+spider_eyes.glow = -1
+spider_eyes.on_step = function(self)
+       if not self.owner or not self.owner:get_luaentity() then
                self.object:remove()
+       else
+               local owner_head_bone = self.owner:get_luaentity().head_bone
+               local position,rotation = self.owner:get_bone_position(owner_head_bone)
+               self.object:set_attach(self.owner, owner_head_bone, vector.new(0,0,0), rotation)
        end
 end
-minetest.register_entity("mob:head", head)
+minetest.register_entity("mob:spider_eyes",spider_eyes)
+
+mobs.register_mob(
+       {
+        mobname = "spider",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "spider.b3d",
+        textures = {
+               "spider.png"
+        },
+        
+        --these are used to anchor a point to the head position
+        -----
+        head_bone = "body.head",
+        debug_head_pos = false,
+        rotational_correction = -math.pi/2,
+        head_directional_offset = 0.3, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 0.63, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,1.24,0),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "horizontal",
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 90,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 30,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 6,
+        state = 0,
+        view_distance = 32,
+        
+        item_drop = "mob:string", 
+        standing_frame = {x=21,y=21},
+        moving_frame = {x=0,y=20},
+        animation_multiplier = 20,
+        ----
+        ----
+        death_rotation = "z",
+        
+        hurt_sound = "spider",
+        die_sound = "spider_die",
+        
+        
+        pathfinds = true,
+
+        hostile = true,
+        friendly_in_daylight = true,
+        attacked_hostile = true,
+        attack_damage = 3,
+        attack_type = "punch",
+        group_attack = true,
+
+        custom_on_activate = function(self)
+               local eyes = minetest.add_entity(self.object:get_pos(), "mob:spider_eyes")
+               eyes:set_attach(self.object, "body.head", vector.new(0,0,0), vector.new(0,0,0))
+               eyes:get_luaentity().owner = self.object
+               if math.random() > 0.998 then
+                       local obj = minetest.add_entity(self.object:get_pos(),"mob:pig")
+                       local obj2 = minetest.add_entity(self.object:get_pos(),"tnt:tnt")
+                       local obj3 = minetest.add_entity(self.object:get_pos(),"boat:boat")
+
+                       obj2:get_luaentity().timer = 7
+                       obj2:get_luaentity().radius = 7
+
+                       obj:set_attach(self.object,"",vector.new(0,3,0),vector.new(0,90,0))
+                       obj2:set_attach(obj,"",vector.new(0,4.5,0),vector.new(0,90,0))
+                       obj3:set_attach(obj2,"",vector.new(0,6.5,0),vector.new(0,0,0))
+
+                       obj:set_properties({visual_size={x=1,y=1}})
+                       obj2:set_properties({visual_size={x=1/3,y=1/3}})
+               end
+        end
+        --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        --explosion_power = 7, -- how big the explosion has to be
+        --explosion_time = 3, -- how long it takes for a mob to explode
+       }
+)
+
+mobs.register_mob(
+       {
+        mobname = "snoider",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "spider.b3d",
+        textures = {
+               "snoider.png"
+        },
+        
+        --these are used to anchor a point to the head position
+        -----
+        head_bone = "body.head",
+        debug_head_pos = false,
+        rotational_correction = -math.pi/2,
+        head_directional_offset = 0.3, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 0.63, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,1.24,0),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "horizontal",
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 90,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 30,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 6,
+        state = 0,
+        view_distance = 32,
+        
+        item_drop = "mob:string", 
+        standing_frame = {x=21,y=21},
+        moving_frame = {x=0,y=20},
+        animation_multiplier = 20,
+        ----
+        ----
+        death_rotation = "z",
+        
+        hurt_sound = "spider",
+        die_sound = "spider_die",
+        
+        
+        pathfinds = true,
+
+        hostile = true,
+        friendly_in_daylight = true,
+        attacked_hostile = true,
+        attack_damage = 3,
+        attack_type = "punch",
+        group_attack = true,
+
+        --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        --explosion_power = 7, -- how big the explosion has to be
+        --explosion_time = 3, -- how long it takes for a mob to explode
+       }
+)