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init.lua
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local m = {}
tigris.mobs = m
-- If enabled, will display debug information.
m.debug = minetest.settings:get_bool("tigris.mobs.debug", false)
-- Multiplier for spawn chance (1 = normal, 2 = twice as many, etc.)
m.spawn_factor = (tonumber(minetest.settings:get("tigris.mobs.spawn_factor")) or 1) * 0.5
-- Spawn mob <name> at <pos> with optional <owner>.
function m.spawn(name, pos, owner)
local obj = minetest.add_entity(pos, name)
if obj then
obj:get_luaentity().faction = owner and tigris.player_faction(owner) or nil
obj:get_luaentity()._data.tame = not not owner
end
return obj
end
local uids = 0
function m.register_mob_node(name, mob, overrides)
local def = minetest.registered_entities[mob].mob_def
local d = {
description = def.description,
-- Just use the mob as the nodebox.
drawtype = "nodebox",
wield_scale = vector.new(0.6, 0.6, 0.6),
node_box = {type = "fixed", fixed = def.box},
tiles = def.textures,
-- We're not actually placing a node.
node_placement_prediction = "",
groups = {not_in_creative_inventory = 1, tigris_mob = 1, dig_immediate = 3},
}
for k,v in pairs(overrides) do
d[k] = v
end
minetest.register_node(name, d)
end
function m.death_callback(mob, last_hitter)
-- Override.
end
function m.register(name, def)
local rname = name
name = name:gsub("^:", "")
def.name = name
for k,v in pairs(def.script) do
v.events = v.events or {}
v.actions = v.actions or {}
v.interactions = v.interactions or {}
end
minetest.register_entity(rname, {
-- Basic entity properties.
physical = true,
collisionbox = def.collision or def.box[1],
selectionbox = def.collision or def.box[1],
-- Initial max HP.
hp_max = 1,
-- This is a tigris mob.
tigris_mob = name,
visual = "wielditem",
visual_size = {x = 1, y = 1},
textures = {name},
-- Full mob definition.
mob_def = def,
-- Create initial data.
_on_init = function(self)
self._data = {
created = minetest.get_gametime(),
last_active = minetest.get_gametime(),
timeout = 150,
jump = 5,
speed = 1,
fast_speed = 2,
drown = 1,
node_damage = true,
float = true,
teleport_time = 5,
}
-- Run def init.
if def.on_init then
def.on_init(self, self._data)
end
-- Set properties and HP.
self.object:set_properties(self)
self.object:set_hp(self.hp_max)
-- Set starting state.
self._data.state = def.start
end,
on_death = function(self)
-- Set drop table (for def.on_death to use)
self._drops = table.copy(def.drops)
-- Run def death.
if def.on_death then
def.on_death(self)
end
-- Run global death callback.
m.death_callback(self, self.last_hitter)
if minetest.get_gametime() - (self.last_faction_hit or 0) > 30 then
return
end
-- Drop items.
for _,drop in ipairs(self._drops or {}) do
if math.random() * 100 <= drop[1] then
minetest.add_item(self.object:getpos(), ItemStack(drop[2]))
end
end
end,
on_activate = function(self, data)
self.def = def
self._data = minetest.deserialize(data)
if type(self._data) ~= "table" then
self:_on_init()
else
for k,v in pairs(self._data.p) do
self[k] = v
end
self._data.p = nil
self.faction = self._data.faction or self.faction
self.object:set_hp(self._data.hp or 0)
end
if def.on_activate then
def.on_activate(self)
end
if def.armor then
self.object:set_armor_groups(def.armor)
end
self.object:set_properties(self)
uids = uids + 1
self.uid = uids
end,
-- Update data and save.
get_staticdata = function(self)
self._data.p = self.object:get_properties()
self._data.hp = self.object:get_hp()
self._data.faction = self.faction
return minetest.serialize(self._data)
end,
on_step = function(self, dtime)
if not self._data.created then
minetest.log("warning", "Removed invalid " .. def.name .. " at " .. minetest.pos_to_string(self.object:getpos()))
self.object:remove()
return
end
-- Initialize counters if necessary.
self.last_pos = self.last_pos or self.object:getpos()
self.last_ground = self.last_ground or self.object:getpos()
-- Run def step.
if def.on_step then
def.on_step(self, dtime)
end
-- Check for ground node.
local node = minetest.get_node(vector.subtract(self.object:getpos(), vector.new(0, 1, 0)))
local rn = minetest.registered_nodes[node.name]
-- Found one.
if rn and rn.walkable then
-- Fall damage.
self.object:set_hp(self.object:get_hp() - math.max(0, math.floor(
math.abs(self.object:getpos().y - self.last_ground.y) / 2 - 2) * (self._data.fall or 1)))
self.last_ground = self.object:getpos()
end
-- Check if we're inside something.
local rn = minetest.registered_nodes[minetest.get_node(self.object:getpos()).name]
-- Gravity factor for node.
local g = 1
-- Damage factor for node.
local d = 0
local liquid = (rn.groups.liquid and rn.groups.liquid > 0)
-- Node damage?
if self._data.node_damage and (rn.damage_per_second > 0) then
d = rn.damage_per_second * dtime
m.fire_event(self, {name = "node_damage"})
-- Should we drown in liquid?
elseif self._data.drown and liquid then
d = self._data.drown * dtime
m.fire_event(self, {name = "node_damage"})
-- No damage from node.
else
self.node_damage_inc = 0
end
-- Apply floating.
if liquid and self._data.float then
g = 0
self.object:setvelocity(vector.add(self.object:getvelocity(), vector.new(0, self.object:getvelocity().y < 0.5 and 0.5 or 0, 0)))
end
-- Set gravity with factor.
self.object:set_acceleration(vector.new(0, -8.5 * g, 0))
-- Increment node damage so we aren't just applying fractions floored to 0.
self.node_damage_inc = (self.node_damage_inc or 0) + d
-- If incremented node damage is big enough, then apply it.
if self.node_damage_inc > 1 then
self.object:set_hp(self.object:get_hp() - self.node_damage_inc)
self.node_damage_inc = 0
end
-- Handle death.
if self.object:get_hp() <= 0 then
self:on_death()
self.object:remove()
return
end
-- Set infotext with important information.
self.infotext = ("%s %d/%d ♥%s%s%s"):format(
def.description,
self.object:get_hp(),
self.hp_max,
(self.faction and (" " .. self.faction) or ""),
(m.debug and (" " .. (self._data.state or "?")) or ""),
(self._data.tame and " (tame)" or "")
)
-- Update properties.
self.object:set_properties(self)
-- Handle state.
tigris.mobs.state(self, dtime, def)
-- Record last known position.
self.last_pos = self.object:getpos()
end,
on_punch = function(self, puncher)
-- Set our other if the puncher is valid.
if m.valid_enemy(self, puncher) then
self.other = puncher
end
if puncher:is_player() then
self.last_faction_hit = minetest.get_gametime()
elseif puncher:get_luaentity() and puncher:get_luaentity().tigris_mob and puncher:get_luaentity().faction then
self.last_faction_hit = minetest.get_gametime()
end
self.last_hitter = puncher
m.fire_event(self, {name = "hit"})
end,
on_rightclick = function(self, clicker)
m.interaction(self, clicker)
end,
})
-- Register spawn item and default appearance.
m.register_mob_node(rname, name, {
-- Simple spawn and return.
on_place = function(itemstack, placer, pointed_thing)
m.spawn(name, minetest.get_pointed_thing_position(pointed_thing, true), placer:get_player_name())
itemstack:take_item()
return itemstack
end,
})
end
function m.valid_enemy(self, obj, find)
if not obj then
return false
end
if obj:is_player() then
return not self.faction or tigris.player_faction(obj:get_player_name()) ~= self.faction
else
local ent = obj:get_luaentity()
if not ent then
return false
end
if ent.tigris_mob and (ent.def.level < self.def.level or not find) and ent.def.group ~= self.def.group then
return (not self.faction) or (not ent.faction) or (ent.faction ~= self.faction)
end
end
return false
end
function m.is_protected(obj, name)
local ent = obj:get_luaentity()
assert(ent and ent.tigris_mob)
return ent.faction and ent.faction ~= tigris.player_faction(name)
end
tigris.include("state.lua")
tigris.include("effects.lua")
tigris.include("breeding.lua")
tigris.include("items.lua")
tigris.include("spawning.lua")
tigris.include("spawner.lua")
--[[
Demonic Naming convention:
Domain: Ur (Underground), Se (Surface), Lu (Sky)
Element: Chi (Fire), Mi (Water), La (Earth), Tha (Air)
Danger: Ko (Hard), Ja (Medium), Ve (Easy)
--]]
tigris.include("mob_common.lua")