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api.lua
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api.lua
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-- Mobs Api (21st July 2016)
mobs = {}
mobs.mod = "redo"
-- Intllib
local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s, a, ...)
if a == nil then
return s
end
a = {a, ...}
return s:gsub("(@?)@(%(?)(%d+)(%)?)",
function(e, o, n, c)
if e == "" then
return a[tonumber(n)] .. (o == "" and c or "")
else
return "@" .. o .. n .. c
end
end)
end
end
mobs.intllib = S
-- Invisibility mod
local invisibility = invisibility or {}
-- Load settings
local damage_enabled = minetest.setting_getbool("enable_damage")
local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
local disable_blood = minetest.setting_getbool("mobs_disable_blood")
local creative = minetest.setting_getbool("creative_mode")
local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
local remove_far = minetest.setting_getbool("remove_far_mobs")
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- localize functions
local pi = math.pi
local square = math.sqrt
local sin = math.sin
local cos = math.cos
local abs = math.abs
local atann = math.atan
local random = math.random
local floor = math.floor
local atan = function(x)
if x ~= x then
--error("atan bassed NaN")
--print ("atan based NaN")
return 0
else
return atann(x)
end
end
do_attack = function(self, player)
if self.state ~= "attack" then
if random(0,100) < 90
and self.sounds.war_cry then
minetest.sound_play(self.sounds.war_cry,{
object = self.object,
max_hear_distance = self.sounds.distance
})
end
self.state = "attack"
self.attack = player
end
end
set_velocity = function(self, v)
local yaw = self.object:getyaw() + self.rotate or 0
self.object:setvelocity({
x = sin(yaw) * -v,
y = self.object:getvelocity().y,
z = cos(yaw) * v
})
end
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x * v.x + v.z * v.z) ^ 0.5
end
set_animation = function(self, type)
if not self.animation then
return
end
self.animation.current = self.animation.current or ""
self.animation.speed_normal = self.animation.speed_normal or 15
if type == "stand"
and self.animation.current ~= "stand" then
if self.animation.stand_start
and self.animation.stand_end then
self.object:set_animation({
x = self.animation.stand_start,
y = self.animation.stand_end},
(self.animation.speed_stand or self.animation.speed_normal), 0)
self.animation.current = "stand"
end
elseif type == "walk"
and self.animation.current ~= "walk" then
if self.animation.walk_start
and self.animation.walk_end then
self.object:set_animation({
x = self.animation.walk_start,
y = self.animation.walk_end},
(self.animation.speed_walk or self.animation.speed_normal), 0)
self.animation.current = "walk"
end
elseif type == "run"
and self.animation.current ~= "run" then
if self.animation.run_start
and self.animation.run_end then
self.object:set_animation({
x = self.animation.run_start,
y = self.animation.run_end},
(self.animation.speed_run or self.animation.speed_normal), 0)
self.animation.current = "run"
end
elseif type == "punch"
and self.animation.current ~= "punch" then
if self.animation.punch_start
and self.animation.punch_end then
self.object:set_animation({
x = self.animation.punch_start,
y = self.animation.punch_end},
(self.animation.speed_punch or self.animation.speed_normal), 0)
self.animation.current = "punch"
end
elseif type == "punch2"
and self.animation.current ~= "punch2" then
if self.animation.punch2_start
and self.animation.punch2_end then
self.object:set_animation({
x = self.animation.punch2_start,
y = self.animation.punch2_end},
(self.animation.speed_punch2 or self.animation.speed_normal), 0)
self.animation.current = "punch2"
end
elseif type == "shoot"
and self.animation.current ~= "shoot" then
if self.animation.shoot_start
and self.animation.shoot_end then
self.object:set_animation({
x = self.animation.shoot_start,
y = self.animation.shoot_end},
(self.animation.speed_shoot or self.animation.speed_normal), 0)
self.animation.current = "shoot"
end
end
end
-- check line of sight for walkers and swimmers alike
function line_of_sight_water(self, pos1, pos2, stepsize)
local s, pos_w = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s == true then
return true
end
-- swimming mobs can see you through water
if s == false
and self.fly
and self.fly_in == "default:water_source" then
local nod = minetest.get_node(pos_w).name
if nod == "default:water_source"
or nod == "default:water_flowing" then
return true
end
-- just incase we have a special node for flying/swimming mobs
elseif s == false
and self.fly
and self.fly_in then
local nod = minetest.get_node(pos_w).name
if nod == self.fly_in then
return true
end
end
return false
end
-- particle effects
function effect(pos, amount, texture, max_size, radius)
radius = radius or 2
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = -radius, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = -radius, y = -radius, z = -radius},
maxacc = {x = radius, y = radius, z = radius},
minexptime = 0.1,
maxexptime = 1,
minsize = 0.5,
maxsize = (max_size or 1),
texture = texture,
})
end
-- update nametag colour
function update_tag(self)
local col = "#00FF00"
local qua = self.hp_max / 4
if self.health <= floor(qua * 3) then
col = "#FFFF00"
end
if self.health <= floor(qua * 2) then
col = "#FF6600"
end
if self.health <= floor(qua) then
col = "#FF0000"
end
self.object:set_properties({
nametag = self.nametag,
nametag_color = col
})
end
-- check if mob is dead or only hurt
function check_for_death(self)
-- has health actually changed?
if self.health == self.old_health then
return
end
self.old_health = self.health
-- still got some health? play hurt sound
if self.health > 0 then
if self.sounds.damage then
minetest.sound_play(self.sounds.damage,{
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance
})
end
-- make sure health isn't higher than max
if self.health > self.hp_max then
self.health = self.hp_max
end
-- backup nametag so we can show health stats
if not self.nametag2 then
self.nametag2 = self.nametag or ""
end
self.htimer = 2
self.nametag = "health: " .. self.health .. " of " .. self.hp_max
update_tag(self)
return false
end
-- drop items when dead
local obj
local pos = self.object:getpos()
for n = 1, #self.drops do
if random(1, self.drops[n].chance) == 1 then
obj = minetest.add_item(pos,
ItemStack(self.drops[n].name .. " "
.. random(self.drops[n].min, self.drops[n].max)))
if obj then
obj:setvelocity({
x = random(-10, 10) / 9,
y = 5,
z = random(-10, 10) / 9,
})
end
end
end
-- play death sound
if self.sounds.death then
minetest.sound_play(self.sounds.death,{
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance
})
end
-- execute custom death function
if self.on_die then
self.on_die(self, pos)
end
self.object:remove()
effect(pos, 20, "tnt_smoke.png")
return true
end
-- check if within map limits (-30911 to 30927)
function within_limits(pos, radius)
if (pos.x - radius) > -30913
and (pos.x + radius) < 30928
and (pos.y - radius) > -30913
and (pos.y + radius) < 30928
and (pos.z - radius) > -30913
and (pos.z + radius) < 30928 then
return true -- within limits
end
return false -- beyond limits
end
-- is mob facing a cliff
local function is_at_cliff(self)
if self.fear_height == 0 then -- 0 for no falling protection!
return false
end
local yaw = self.object:getyaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:getpos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
if minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
, 1) then
return true
end
return false
end
-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)
fallback = fallback or "default:dirt"
local node = minetest.get_node_or_nil(pos)
if not node then
return minetest.registered_nodes[fallback]
end
if minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
-- environmental damage (water, lava, fire, light)
do_env_damage = function(self)
-- feed/tame text timer (so mob 'full' messages dont spam chat)
if self.htimer > 0 then
self.htimer = self.htimer - 1
end
-- reset nametag after showing health stats
if self.htimer < 1 and self.nametag2 then
self.nametag = self.nametag2
self.nametag2 = nil
update_tag(self)
end
local pos = self.object:getpos()
self.time_of_day = minetest.get_timeofday()
-- remove mob if beyond map limits
if not within_limits(pos, 0) then
self.object:remove()
return
end
-- daylight above ground
if self.light_damage ~= 0
and pos.y > 0
and self.time_of_day > 0.2
and self.time_of_day < 0.8
and (minetest.get_node_light(pos) or 0) > 12 then
self.health = self.health - self.light_damage
effect(pos, 5, "tnt_smoke.png")
end
-- what is mob standing in?
pos.y = pos.y + self.collisionbox[2] + 0.1 -- foot level
self.standing_in = node_ok(pos, "air").name
--print ("standing in " .. self.standing_in)
if self.water_damage ~= 0
or self.lava_damage ~= 0 then
local nodef = minetest.registered_nodes[self.standing_in]
pos.y = pos.y + 1
-- water
if self.water_damage ~= 0
and nodef.groups.water then
self.health = self.health - self.water_damage
effect(pos, 5, "bubble.png")
end
-- lava or fire
if self.lava_damage ~= 0
and (nodef.groups.lava
or self.standing_in == "fire:basic_flame"
or self.standing_in == "fire:permanent_flame") then
self.health = self.health - self.lava_damage
effect(pos, 5, "fire_basic_flame.png")
end
end
check_for_death(self)
end
-- jump if facing a solid node (not fences or gates)
do_jump = function(self)
if self.fly
or self.child then
return
end
local pos = self.object:getpos()
-- what is mob standing on?
pos.y = pos.y + self.collisionbox[2] - 0.2
local nod = node_ok(pos)
--print ("standing on:", nod.name, pos.y)
if minetest.registered_nodes[nod.name].walkable == false then
return
end
-- where is front
local yaw = self.object:getyaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
-- what is in front of mob?
local nod = node_ok({
x = pos.x + dir_x,
y = pos.y + 0.5,
z = pos.z + dir_z
})
-- thin blocks that do not need to be jumped
if nod.name == "default:snow" then
return
end
--print ("in front:", nod.name, pos.y + 0.5)
if (minetest.registered_items[nod.name].walkable
and not nod.name:find("fence")
and not nod.name:find("gate"))
or self.walk_chance == 0 then
local v = self.object:getvelocity()
v.y = self.jump_height + 1
self.object:setvelocity(v)
if self.sounds.jump then
minetest.sound_play(self.sounds.jump, {
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance
})
end
else
if self.state ~= "attack" then
self.state = "stand"
set_animation(self, "stand")
end
end
end
-- this is a faster way to calculate distance
local get_distance = function(a, b)
local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
return square(x * x + y * y + z * z)
end
-- blast damage to entities nearby (modified from TNT mod)
function entity_physics(pos, radius)
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
local obj_pos, dist
for n = 1, #objs do
obj_pos = objs[n]:getpos()
dist = get_distance(pos, obj_pos)
if dist < 1 then dist = 1 end
local damage = floor((4 / dist) * radius)
local ent = objs[n]:get_luaentity()
if objs[n]:is_player() then
objs[n]:set_hp(objs[n]:get_hp() - damage)
else --if ent.health then
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
end
end
-- should mob follow what I'm holding ?
function follow_holding(self, clicker)
if invisibility[clicker:get_player_name()] then
return false
end
local item = clicker:get_wielded_item()
local t = type(self.follow)
-- single item
if t == "string"
and item:get_name() == self.follow then
return true
-- multiple items
elseif t == "table" then
for no = 1, #self.follow do
if self.follow[no] == item:get_name() then
return true
end
end
end
return false
end
-- find two animals of same type and breed if nearby and horny
local function breed(self)
-- child take 240 seconds before growing into adult
if self.child == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer > 240 then
self.child = false
self.hornytimer = 0
self.object:set_properties({
textures = self.base_texture,
mesh = self.base_mesh,
visual_size = self.base_size,
collisionbox = self.base_colbox,
})
-- jump when fully grown so not to fall into ground
self.object:setvelocity({
x = 0,
y = self.jump_height,
z = 0
})
end
return
end
-- horny animal can mate for 40 seconds,
-- afterwards horny animal cannot mate again for 200 seconds
if self.horny == true
and self.hornytimer < 240 then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= 240 then
self.hornytimer = 0
self.horny = false
end
end
-- find another same animal who is also horny and mate if close enough
if self.horny == true
and self.hornytimer <= 40 then
local pos = self.object:getpos()
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
local objs = minetest.get_objects_inside_radius(pos, 3)
local num = 0
local ent = nil
for n = 1, #objs do
ent = objs[n]:get_luaentity()
-- check for same animal with different colour
local canmate = false
if ent then
if ent.name == self.name then
canmate = true
else
local entname = string.split(ent.name,":")
local selfname = string.split(self.name,":")
if entname[1] == selfname[1] then
entname = string.split(entname[2],"_")
selfname = string.split(selfname[2],"_")
if entname[1] == selfname[1] then
canmate = true
end
end
end
end
if ent
and canmate == true
and ent.horny == true
and ent.hornytimer <= 40 then
num = num + 1
end
-- found your mate? then have a baby
if num > 1 then
self.hornytimer = 41
ent.hornytimer = 41
-- spawn baby
minetest.after(5, function(dtime)
local mob = minetest.add_entity(pos, self.name)
local ent2 = mob:get_luaentity()
local textures = self.base_texture
if self.child_texture then
textures = self.child_texture[1]
end
mob:set_properties({
textures = textures,
visual_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
},
collisionbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5,
},
})
ent2.child = true
ent2.tamed = true
ent2.owner = self.owner
end)
num = 0
break
end
end
end
end
-- find and replace what mob is looking for (grass, wheat etc.)
function replace(self, pos)
if self.replace_rate
and self.child == false
and random(1, self.replace_rate) == 1 then
local pos = self.object:getpos()
pos.y = pos.y + self.replace_offset
-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
if self.replace_what
and self.replace_with
and self.object:getvelocity().y == 0
and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then
minetest.set_node(pos, {name = self.replace_with})
-- when cow/sheep eats grass, replace wool and milk
if self.gotten == true then
self.gotten = false
self.object:set_properties(self)
end
end
end
end
-- check if daytime and also if mob is docile during daylight hours
function day_docile(self)
if self.docile_by_day == false then
return false
elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
return true
end
end
-- path finding and smart mob routine by rnd
function smart_mobs(self, s, p, dist, dtime)
local s1 = self.path.lastpos
-- is it becoming stuck?
if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
end
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
self.path.stuck_timer = 0
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
local sheight = self.collisionbox[5] - self.collisionbox[2]
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = floor(s.x + 0.5)
s.y = floor(s.y + 0.5) - sheight
s.z = floor(s.z + 0.5)
local ssight, sground
ssight, sground = minetest.line_of_sight(s, {
x = s.x, y = s.y - 4, z = s.z}, 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
local p1 = self.attack:getpos()
p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5)
p1.z = floor(p1.z + 0.5)
self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch")
-- attempt to unstick mob that is "daydreaming"
self.object:setpos({
x = s.x + 0.1 * (random() * 2 - 1),
y = s.y + 1,
z = s.z + 0.1 * (random() * 2 - 1)
})
self.state = ""
do_attack(self, self.attack)
-- no path found, try something else
if not self.path.way then
self.path.following = false
-- lets make way by digging/building if not accessible
if self.pathfinding == 2 then
-- add block and remove one block above so
-- there is room to jump if needed
if s.y < p1.y then
if not minetest.is_protected(s, "") then
minetest.set_node(s, {name = "default:dirt"})
end
local sheight = math.ceil(self.collisionbox[5]) + 1
-- assume mob is 2 blocks high so it digs above its head
s.y = s.y + sheight
if not minetest.is_protected(s, "") then
local node1 = minetest.get_node(s).name
if node1 ~= "air"
and node1 ~= "ignore" then
minetest.set_node(s, {name = "air"})
minetest.add_item(s, ItemStack(node1))
end
end
s.y = s.y - sheight
self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:getyaw() + pi / 2
local p1 = {
x = s.x + cos(yaw1),
y = s.y,
z = s.z + sin(yaw1)
}
if not minetest.is_protected(p1, "") then
local node1 = minetest.get_node(p1).name
if node1 ~= "air"
and node1 ~= "ignore" then
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
end
p1.y = p1.y + 1
node1 = minetest.get_node(p1).name
if node1 ~= "air"
and node1 ~= "ignore" then
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
end
end
end
end
-- will try again in 2 second
self.path.stuck_timer = stuck_timeout - 2
-- frustration! cant find the damn path :(
if self.sounds.random then
minetest.sound_play(self.sounds.random, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
else
-- yay i found path
if self.sounds.attack then
set_velocity(self, self.walk_velocity)
minetest.sound_play(self.sounds.attack, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
-- follow path now that it has it
self.path.following = true
end
end
end
-- monster find someone to attack
local monster_attack = function(self)
if self.type ~= "monster"
or not damage_enabled
or self.state == "attack"
or day_docile(self) then
return
end
local s = self.object:getpos()
local p, sp, dist
local player, type, obj, min_player = nil, nil, nil, nil
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
if objs[n]:is_player() then
if invisibility[ objs[n]:get_player_name() ] then
type = ""
else
player = objs[n]
type = "player"
end
else
obj = objs[n]:get_luaentity()
if obj then
player = obj.object