creatura_remix/mob_meta.lua

1294 lines
32 KiB
Lua

--------------
-- Mob Meta --
--------------
-- Math --
local pi = math.pi
local pi2 = pi * 2
local abs = math.abs
local floor = math.floor
local random = math.random
local sin = math.sin
local cos = math.cos
local atan2 = math.atan2
local function diff(a, b) -- Get difference between 2 angles
return atan2(sin(b - a), cos(b - a))
end
local vec_dir = vector.direction
local vec_dist = vector.distance
local vec_multi = vector.multiply
local vec_sub = vector.subtract
local vec_add = vector.add
local vec_normal = vector.normalize
local function vec_center(v)
return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)}
end
local function vec_raise(v, n)
return {x = v.x, y = v.y + n, z = v.z}
end
local function fast_ray_sight(pos1, pos2)
local ray = minetest.raycast(pos1, pos2, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false
end
end
return true
end
-- Local Utilities --
local function is_value_in_table(tbl, val)
for _, v in pairs(tbl) do
if v == val then
return true
end
end
return false
end
-------------------------
-- Physics/Vitals Tick --
-------------------------
local step_tick = 0.15
minetest.register_globalstep(function(dtime)
if step_tick <= 0 then
step_tick = 0.15
end
step_tick = step_tick - dtime
end)
local mob = {
max_health = 20,
armor_groups = {fleshy = 100},
damage = 2,
speed = 4,
tracking_range = 16,
despawn_after = nil,
max_fall = 3,
stepheight = 1.1,
hitbox = {
width = 0.5,
height = 1
},
follow = {},
fancy_collide = false,
bouyancy_multiplier = 1,
hydrodynamics_multiplier = 1
}
local mob_meta = {__index = mob}
local function index_box_border(self)
local width = self.width
local pos = self.object:get_pos()
pos.y = pos.y + 0.5
local pos1 = {
x = pos.x - (width + 0.7),
y = pos.y,
z = pos.z - (width + 0.7),
}
local pos2 = {
x = pos.x + (width + 0.7),
y = pos.y,
z = pos.z + (width + 0.7),
}
local border = {}
for z = pos1.z, pos2.z do
for x = pos1.x, pos2.x do
local vec = {
x = x,
y = pos.y,
z = z
}
if not self:pos_in_box(vec, width) then
table.insert(border, vec_sub(vec, pos))
end
end
end
return border
end
function mob:indicate_damage()
self._original_texture_mod = self._original_texture_mod or self.object:get_texture_mod()
self.object:set_texture_mod(self._original_texture_mod .. "^[colorize:#FF000040")
minetest.after(0.2, function()
if creatura.is_alive(self) then
self.object:set_texture_mod(self._original_texture_mod)
end
end)
end
-- Set Movement Data
function mob:move(pos, method, speed_factor, anim)
self._movement_data.goal = pos
self._movement_data.method = method
self._movement_data.last_neighbor = nil
self._movement_data.gravity = self._movement_data.gravity or -9.8
self._movement_data.speed = (self.speed or 2) * (speed_factor or 1)
if anim then
self._movement_data.anim = anim
end
end
-- Clear Movement Data
function mob:halt()
self._movement_data = {
goal = nil,
method = nil,
func = nil,
last_neighbor = nil,
gravity = self._movement_data.gravity or -9.8,
speed = 0
}
--self.object:set_velocity({x = 0, y = 0, z = 0})
self._path_data = {}
self._tyaw = self.object:get_yaw() or 0
end
-- Turn to specified yaw
local function interp_rad(a, b, w)
local cs = (1 - w) * cos(a) + w * cos(b)
local sn = (1 - w) * sin(a) + w * sin(b)
return atan2(sn, cs)
end
local function turn(self, tyaw, rate)
rate = rate or 5
local rot = self.object:get_rotation()
local yaw = self.object:get_yaw()
if not yaw then return end
local step = math.min(self.dtime * rate, abs(diff(yaw, tyaw)) % (pi2))
rot.y = interp_rad(yaw, tyaw, step)
self.object:set_rotation(rot)
end
function mob:turn_to(tyaw, rate)
if self.step_delay then
self._tyaw = tyaw
self._movement_data.turn_rate = rate or 5
return
end
turn(self, tyaw, rate)
end
function mob:do_turn()
if not self.step_delay then return end
local tyaw = self._tyaw
local rate = self._movement_data.turn_rate or 5
if not tyaw then return end
turn(self, self._tyaw, rate)
end
-- Set Gravity (default of -9.8)
function mob:set_gravity(gravity)
self._movement_data.gravity = gravity or -9.8
end
-- Sets Velocity to desired speed in mobs current look direction
function mob:set_forward_velocity(speed)
self._movement_data.horz_vel = speed
end
-- Sets Velocity on y axis
function mob:set_vertical_velocity(speed)
self._movement_data.vert_vel = speed
end
function mob:do_velocity()
local data = self._movement_data or {}
local vel = self.object:get_velocity()
local yaw = self.object:get_yaw()
if not yaw then return end
local horz_vel = data.horz_vel
local vert_vel = data.vert_vel
if horz_vel and horz_vel < 1 then horz_vel = 1 end
vel.x = (horz_vel and (sin(yaw) * -horz_vel)) or vel.x
vel.y = vert_vel or vel.y
vel.z = (horz_vel and (cos(yaw) * horz_vel)) or vel.z
self.object:set_velocity(vel)
end
-- Applies knockback in 'dir'
function mob:apply_knockback(dir, power)
if not dir then return end
power = power or 6
if not self.touching_ground then
power = power * 0.8
end
local knockback = vec_multi(dir, power)
knockback.y = abs(power * 0.22)
self.object:add_velocity(knockback)
end
-- Punch 'target'
function mob:punch_target(target) --
target:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage or 5},
})
end
-- Apply damage to mob
function mob:hurt(health)
if self.protected then return end
self.hp = self.hp - math.ceil(health)
if self.hp < 0 then self.hp = 0 end
end
-- Add HP to mob
function mob:heal(health)
if self.protected then return end
self.hp = self.hp + math.ceil(health)
if self.hp > self.max_health then
self.hp = self.max_health
end
end
-- Return position at center of mobs hitbox
function mob:get_center_pos()
local pos = self.object:get_pos()
if not pos then return end
return vec_raise(pos, self.height * 0.5 or 0.5)
end
-- Return true if position is within box
function mob:pos_in_box(pos, size)
if not pos then return false end
local center = self:get_center_pos()
if not center then return false end
local width = size or self.width
local height = size or (self.height * 0.5)
if not size
and self.width < 0.5 then
width = 0.5
end
local edge_a = {
x = center.x - width,
y = center.y - height,
z = center.z - width
}
local edge_b = {
x = center.x + width,
y = center.y + height,
z = center.z + width
}
local minp, maxp = vector.sort(edge_a, edge_b)
if pos.x >= minp.x
and pos.y >= minp.y
and pos.z >= minp.z
and pos.x <= maxp.x
and pos.y <= maxp.y
and pos.z <= maxp.z then
return true
end
return false
end
-- Terrain Navigation --
function mob:get_wander_pos(min_range, max_range, dir)
local pos = vec_center(self.object:get_pos())
pos.y = floor(pos.y + 0.5)
if creatura.get_node_def(pos).walkable then -- Occurs if small mob is touching a fence
local offset = vector.add(pos, vec_multi(vec_dir(pos, self.object:get_pos()), 1.5))
pos.x = floor(offset.x + 0.5)
pos.z = floor(offset.z + 0.5)
pos = creatura.get_ground_level(pos, 1)
end
local width = self.width
local outset = random(min_range, max_range)
if width < 0.6 then width = 0.6 end
local move_dir = vec_normal({
x = random(-10, 10) * 0.1,
y = 0,
z = random(-10, 10) * 0.1
})
local pos2 = vec_add(pos, vec_multi(move_dir, width))
if creatura.get_node_def(pos2).walkable
and not dir then
for _ = 1, 3 do
move_dir = {
x = move_dir.z,
y = 0,
z = move_dir.x * -1
}
pos2 = vec_add(pos, vec_multi(move_dir, width))
if not creatura.get_node_def(pos2).walkable then
break
end
end
elseif dir then
move_dir = dir
end
for i = 1, outset do
local a_pos = vec_add(pos2, vec_multi(move_dir, i))
local b_pos = {x = a_pos.x, y = a_pos.y - 1, z = a_pos.z}
if creatura.get_node_def(a_pos).walkable
or not creatura.get_node_def(b_pos).walkable then
a_pos = creatura.get_ground_level(a_pos, floor(self.stepheight or 1))
end
if not creatura.get_node_def(a_pos).walkable then
pos2 = a_pos
else
break
end
end
return pos2
end
function mob:get_wander_pos_3d(min_range, max_range, dir, vert_bias)
local pos = vec_center(self.object:get_pos())
if creatura.get_node_def(pos).walkable then -- Occurs if small mob is touching a fence
local offset = vector.add(pos, vec_multi(vec_dir(pos, self.object:get_pos()), 1.5))
pos.x = floor(offset.x + 0.5)
pos.z = floor(offset.z + 0.5)
pos = creatura.get_ground_level(pos, 1)
end
local width = self.width
local outset = random(min_range, max_range)
if width < 0.6 then width = 0.6 end
local move_dir = vec_normal({
x = random(-10, 10) * 0.1,
y = vert_bias or random(-10, 10) * 0.1,
z = random(-10, 10) * 0.1
})
local pos2 = vec_add(pos, vec_multi(move_dir, width))
if creatura.get_node_def(pos2).walkable
and not dir then
for _ = 1, 3 do
move_dir = {
x = move_dir.z,
y = move_dir.y,
z = move_dir.x * -1
}
pos2 = vec_add(pos, vec_multi(move_dir, width))
if not creatura.get_node_def(pos2).walkable then
break
end
end
elseif dir then
move_dir = dir
end
for i = 1, outset do
local a_pos = vec_add(pos2, vec_multi(move_dir, i))
if creatura.get_node_def(a_pos).walkable then
a_pos = creatura.get_ground_level(a_pos, floor(self.stepheight or 1))
end
if not creatura.get_node_def(a_pos).walkable then
pos2 = a_pos
else
break
end
end
return pos2
end
function mob:is_pos_safe(pos)
local mob_pos = self.object:get_pos()
if not pos then return end
local node = minetest.get_node(pos)
if not node then return false end
if minetest.get_item_group(node.name, "igniter") > 0
or creatura.get_node_def(node.name).drawtype == "liquid"
or creatura.get_node_def(vec_raise(pos, -1)).drawtype == "liquid" then return false end
local fall_safe = false
if self.max_fall ~= 0 then
for i = 1, self.max_fall or 3 do
local fall_pos = {
x = pos.x,
y = floor(mob_pos.y + 0.5) - i,
z = pos.z
}
if creatura.get_node_def(fall_pos).walkable then
fall_safe = true
break
end
end
else
fall_safe = true
end
return fall_safe
end
-- Set mobs animation (if specified animation isn't already playing)
function mob:animate(animation)
if not animation
or not self.animations[animation] then return end
if not self._anim
or self._anim ~= animation then
local anim = self.animations[animation]
self.object:set_animation(anim.range, anim.speed, anim.frame_blend, anim.loop)
self._anim = animation
end
end
-- Set texture to variable at 'id' index in 'tbl' or 'textures'
function mob:set_texture(id, tbl)
local _table = self.textures
if tbl then
_table = tbl
end
if not _table
or not _table[id] then
return
end
local tex = _table[id]
if type(tex) == "table" then
self.object:set_properties({
textures = {unpack(tex)}
})
else
self.object:set_properties({
textures = {tex}
})
end
return _table[id]
end
-- Set scale to base scale times 'x' and update bordering positions
function mob:set_scale(x)
local def = minetest.registered_entities[self.name]
local scale = def.visual_size
local box = def.collisionbox
local new_box = {}
for k, v in ipairs(box) do
new_box[k] = v * x
end
self.object:set_properties({
visual_size = {
x = scale.x * x,
y = scale.y * x
},
collisionbox = new_box
})
self._border = index_box_border(self)
end
-- Fixes mob scale being changed when attached to a parent
function mob:fix_attached_scale(parent)
local scale = self:get_visual_size()
local parent_size = parent:get_properties().visual_size
self.object:set_properties({
visual_size = {
x = scale.x / parent_size.x,
y = scale.y / parent_size.y
},
})
end
-- Add sets 'id' to 'val' in permanent data
function mob:memorize(id, val)
self.perm_data[id] = val
return self.perm_data[id]
end
-- Remove 'id' from permanent data
function mob:forget(id)
self.perm_data[id] = nil
end
-- Return value from 'id' in permanent data
function mob:recall(id)
return self.perm_data[id]
end
-- Return true on interval specified by 'n'
function mob:timer(n)
local t1 = floor(self.active_time)
local t2 = floor(self.active_time + self.dtime)
if t2 > t1 and t2%n == 0 then return true end
end
-- Play 'sound' from self.sounds
function mob:play_sound(sound)
local spec = self.sounds and self.sounds[sound]
local parameters = {object = self.object}
if type(spec) == "table" then
local name = spec.name
local pitch = 1.0
pitch = pitch - (random(-10, 10) * 0.005)
parameters.gain = spec.gain or 1
parameters.max_hear_distance = spec.distance or 8
parameters.fade = spec.fade or 1
parameters.pitch = pitch
return minetest.sound_play(name, parameters)
end
return minetest.sound_play(spec, parameters)
end
-- Return current collisionbox
function mob:get_hitbox()
if not self.properties then return self.collisionbox end
return self.properties.collisionbox
end
-- Return height of current collisionbox
function mob:get_height()
local hitbox = self:get_hitbox()
return hitbox[5] - hitbox[2]
end
-- Return current visual size
function mob:get_visual_size()
if not self.properties then return end
return self.properties.visual_size
end
local function is_group_in_table(tbl, name)
for _, v in pairs(tbl) do
if minetest.get_item_group(name, v:split(":")[2]) > 0 then
return true
end
end
return false
end
function mob:follow_wielded_item(player)
if not player
or not self.follow then return end
local item = player:get_wielded_item()
local name = item:get_name()
if type(self.follow) == "string"
and (name == self.follow
or minetest.get_item_group(name, self.follow:split(":")[2]) > 0) then
return item, name
end
if type(self.follow) == "table"
and (is_value_in_table(self.follow, name)
or is_group_in_table(self.follow, name)) then
return item, name
end
end
function mob:follow_item(stack)
if not stack
or not self.follow then return end
local name = stack:get_name()
if type(self.follow) == "string"
and (name == self.follow
or minetest.get_item_group(name, self.follow:split(":")[2]) > 0) then
return stack, name
end
if type(self.follow) == "table"
and (is_value_in_table(self.follow, name)
or is_group_in_table(self.follow, name)) then
return stack, name
end
end
function mob:get_target(target)
local alive = creatura.is_alive(target)
if not alive then
return false, false, nil
end
if type(target) == "table" then
target = target.object
end
local pos = self:get_center_pos()
if not pos then return false, false, nil end
local tpos = target:get_pos()
tpos.y = floor(tpos.y + 0.5)
local line_of_sight = fast_ray_sight(pos, tpos)
return true, line_of_sight, tpos
end
function mob:store_nearby_objects()
local pos = self.object:get_pos()
if not pos then return end
local objects = minetest.get_objects_inside_radius(pos, self.tracking_range or 8)
if #objects < 1 then return end
local objs = {}
for _, object in ipairs(objects) do
if creatura.is_alive(object)
and object ~= self.object then
local ent = object:get_luaentity()
local player = object:is_player()
if (ent
and not ent._ignore)
or player then
table.insert(objs, object)
end
end
end
self._nearby_objs = objs
end
-- Actions
function mob:set_action(func)
self._action = func
end
function mob:get_action()
if type(self._action) ~= "table" then
return self._action
end
return nil
end
function mob:clear_action()
self._action = {}
end
function mob:set_utility(func)
self._utility_data.func = func
end
function mob:get_utility()
if not self._utility_data then return end
return self._utility_data.utility
end
function mob:initiate_utility(utility, ...)
local func = creatura.registered_utilities[utility]
if not func or not self._utility_data then return end
self._utility_data.utility = utility
self:clear_action()
func(...)
end
function mob:set_utility_score(n)
self._utility_data.score = n or 0
end
function mob:get_utility_score()
return (self._utility_data and self._utility_data.score) or 0
end
function mob:try_initiate_utility(utility, score, ...)
if self._utility_data
and score >= self._utility_data.score then
self:initiate_utility(utility, ...)
self:set_utility_score(score)
end
end
function mob:clear_utility()
self._utility_data = {
utility = nil,
func = nil,
score = 0
}
end
-- Functions
function mob:activate(staticdata, dtime)
self.properties = self.object:get_properties()
self.width = self:get_hitbox()[4] or 0.5
self.height = self:get_height() or 1
self._tyaw = self.object:get_yaw()
self.last_yaw = self.object:get_yaw()
self.active_time = 0
self.in_liquid = false
self.is_falling = false
self.touching_ground = false
-- Backend Data (Should not be modified unless modder knows what they're doing)
self._movement_data = {
goal = nil,
method = nil,
func = nil,
last_neighbor = nil,
gravity = -9.8,
speed = 0
}
self._path_data = {}
self._path = {}
self._task = {}
self._action = {}
local pos = self.object:get_pos()
local node = minetest.get_node(pos)
if node
and minetest.get_item_group(node.name, "liquid") > 0 then
self.in_liquid = node.name
end
-- Staticdata
if staticdata then
local data = minetest.deserialize(staticdata)
if data then
for k, v in pairs(data) do
self[k] = v
end
end
end
-- Initialize Stats and Visuals
if not self.textures then
local textures = self.properties.textures
if textures then self.textures = textures end
end
if not self.perm_data then
if self.memory then
self.perm_data = self.memory
else
self.perm_data = {}
end
if #self.textures > 0 then self.texture_no = random(#self.textures) end
end
if self:recall("despawn_after") ~= nil then
self.despawn_after = self:recall("despawn_after")
end
self._despawn = self:recall("_despawn") or false
if self._despawn
and self.despawn_after then
self.object:remove()
return
end
self._breath = self:recall("_breath") or (self.max_breath or 30)
self._border = index_box_border(self)
if self.textures
and self.texture_no then
self:set_texture(self.texture_no, self.textures)
end
self.max_health = self.max_health or 10
self.hp = self.hp or self.max_health
if type(self.armor_groups) ~= "table" then
self.armor_groups = {}
end
self.armor_groups.immortal = 1
self.object:set_armor_groups(self.armor_groups)
if self.timer
and type(self.timer) == "number" then -- fix crash for converted mobs_redo mobs
self.timer = function(_self, n)
local t1 = floor(_self.active_time)
local t2 = floor(_self.active_time + _self.dtime)
if t2 > t1 and t2%n == 0 then return true end
end
end
self:store_nearby_objects()
if self.activate_func then
self:activate_func(self, staticdata, dtime)
end
end
function mob:staticdata()
local data = {}
data.perm_data = self.perm_data
data.hp = self.hp or self.max_health
data.texture_no = self.texture_no or random(#self.textures)
return minetest.serialize(data)
end
function mob:on_step(dtime, moveresult)
if not self.hp then return end
self.last_yaw = self.object:get_yaw()
self.dtime = dtime or 0.09
self.moveresult = moveresult or {}
self.touching_ground = false
if moveresult then
self.touching_ground = moveresult.touching_ground
end
local stand_pos
local stand_node
if step_tick <= 0 then
stand_pos = self.object:get_pos()
if not stand_pos then return end
stand_node = minetest.get_node(stand_pos)
-- Cached Geometry
self.properties = self.object:get_properties()
self.width = self:get_hitbox()[4] or 0.5
self.height = self:get_height() or 1
end
if stand_pos
and stand_node then
if self._vitals then
self:_vitals(stand_pos, stand_node)
end
if self._physics then
self:_physics(moveresult, stand_pos, stand_node)
end
end
if self:timer(10) then self:store_nearby_objects() end -- Reduce expensive calls
self:do_velocity()
self:do_turn()
if self.utility_stack
and self._execute_utilities then
self:_execute_utilities()
end
-- Die
if self.hp <= 0
and self.death_func then
self:death_func()
self:halt()
return
end
if self.step_func
and self.perm_data then
self:step_func(dtime, moveresult)
end
self.active_time = self.active_time + dtime
if self.despawn_after
and self.active_time >= self.despawn_after then
self._despawn = self:memorize("_despawn", true)
end
end
function mob:on_deactivate()
self._task = {}
self._action = {}
if self.deactivate_func then
self:deactivate_func(self)
end
end
----------------
-- Object API --
----------------
local fancy_step = false
local step_type = minetest.settings:get("creatura_step_type")
if step_type == "fancy" then
fancy_step = true
end
-- Physics
local moveable = creatura.is_pos_moveable
local function do_step(self)
if not fancy_step then return end
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
if not self._step then
if self.touching_ground
and abs(vel.x + vel.z) > 0 then
local border = self._border
local yaw_offset = vec_add(pos, vec_multi(minetest.yaw_to_dir(self.object:get_yaw()), self.width + 0.7))
table.sort(border, function(a, b)
return vec_dist(vec_add(pos, a), yaw_offset) < vec_dist(vec_add(pos, b), yaw_offset)
end)
local step_pos = vec_center(vec_add(pos, border[1]))
local halfway = vec_add(pos, vec_multi(vec_dir(pos, step_pos), 0.5))
halfway.y = step_pos.y
if creatura.get_node_def(step_pos).walkable
and abs(diff(self.object:get_yaw(), minetest.dir_to_yaw(vec_dir(pos, step_pos)))) < 1.5
and moveable(halfway, self.width, self.height) then
self._step = vec_center(step_pos)
end
end
else
self.object:set_velocity(vector.new(vel.x, 7, vel.z))
if self._step.y < pos.y - 0.5 then
self.object:set_velocity(vector.new(vel.x, 0.5, vel.z))
self._step = nil
local step_pos = self.object:get_pos()
local dir = minetest.yaw_to_dir(self.object:get_yaw())
step_pos = vec_add(step_pos, vec_multi(dir, 0.1))
self.object:set_pos(step_pos)
end
end
end
local function collision_detection(self)
if not creatura.is_alive(self)
or self.fancy_collide == false then return end
local pos = self.object:get_pos()
local width = self.width + 0.25
local objects = minetest.get_objects_in_area(vec_sub(pos, width), vec_add(pos, width))
if #objects < 2 then return end
for i = 2, #objects do
local object = objects[i]
if creatura.is_alive(object)
and not self.object:get_attach()
and not object:get_attach() then
if i > 5 then break end
local pos2 = object:get_pos()
local dir = vec_dir(pos, pos2)
dir.y = 0
if dir.x == 0 and dir.z == 0 then
dir = vector.new(random(-1, 1) * random(), 0,
random(-1, 1) * random())
end
local velocity = vec_multi(dir, 1.1)
local vel1 = vec_multi(velocity, -2) -- multiplying by -2 accounts for friction
local vel2 = velocity
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
local function water_physics(self, pos, node)
-- Props
local gravity = self._movement_data.gravity
local height = self.height
-- Vectors
pos.y = pos.y + 0.01
local surface_pos = pos
if minetest.get_item_group(node.name, "liquid") < 1 then
self.object:set_acceleration({
x = 0,
y = gravity,
z = 0
})
if self.in_liquid then
self.in_liquid = false
end
return
end
self.in_liquid = node.name
-- Get submergence (Not the most accurate, but reduces lag)
for i = 1, math.ceil(height * 3) do
local step_pos = {
x = pos.x,
y = pos.y + 0.5 * i,
z = pos.z
}
if minetest.get_item_group(minetest.get_node(step_pos).name, "liquid") > 0 then
surface_pos = step_pos
else
break
end
end
-- Apply Physics
local submergence = surface_pos.y - pos.y
local vel = self.object:get_velocity()
local bouyancy = self.bouyancy_multiplier or 1
local accel = (submergence - vel.y * abs(vel.y) * 0.4) * bouyancy
if accel > 4.9 then accel = 4.9 end
self.object:set_acceleration({
x = 0,
y = accel,
z = 0
})
local hydrodynamics = self.hydrodynamics_multiplier or 0.7
local vel_y = vel.y
if self.bouyancy_multiplier == 0 then
vel_y = vel.y * hydrodynamics
end
self.object:set_velocity({
x = vel.x * hydrodynamics,
y = vel_y,
z = vel.z * hydrodynamics
})
end
function mob:_physics(moveresult, pos, node)
if not pos then return end
water_physics(self, pos, node)
-- Step up nodes
do_step(self, moveresult)
-- Object collision
collision_detection(self)
local in_liquid = self.in_liquid
local on_ground = self.touching_ground
if not in_liquid
and not on_ground then
self.is_falling = true
else
self.is_falling = false
end
local move_data = self._movement_data
if not in_liquid
and not move_data.func
and move_data.gravity ~= 0 then
local vel = self.object:get_velocity()
if on_ground then
local nvel = vector.multiply(vel, 0.2)
if nvel.x < 0.2
and nvel.z < 0.2 then
nvel.x = 0
nvel.z = 0
end
nvel.y = vel.y
self.object:set_velocity(nvel)
else
local nvel = vector.multiply(vel, 0.1)
if nvel.x < 0.2
and nvel.z < 0.2 then
nvel.x = 0
nvel.z = 0
end
nvel.y = vel.y
self.object:set_velocity(nvel)
end
end
end
-- Movement Control
function mob:move_to(goal, method, speed_factor)
local get_method = creatura.registered_movement_methods[method]
local data = self._movement_data
if get_method
and not data.func then
self._movement_data.func = get_method(self, goal, speed_factor)
return self._movement_data.func(self, goal, speed_factor)
end
if data.func then
local move = data.func
return move(self, goal, speed_factor)
end
end
-- Execute Actions
local function tbl_equals(tbl1, tbl2)
local match = true
for k, v in pairs(tbl1) do
if not tbl2[k]
and tbl2[k] ~= v then
match = false
break
end
end
return match
end
function mob:_execute_utilities()
local is_alive = self.hp > 0
if not self._utility_data then
self._utility_data = {
utility = nil,
func = nil,
step_delay = nil,
score = 0
}
end
local loop_data = {
utility = nil,
func = nil,
step_delay = nil,
score = 0
}
if (self:timer(self.util_timer or 1)
or not self._utility_data.func)
and is_alive then
for i = 1, #self.utility_stack do
local utility = self.utility_stack[i].utility
local get_score = self.utility_stack[i].get_score
local step_delay = self.utility_stack[i].step_delay
local score, args = get_score(self)
if self._utility_data.utility
and utility == self._utility_data.utility
and self._utility_data.score > 0
and score <= 0 then
self._utility_data = {
utility = nil,
func = nil,
step_delay = nil,
score = 0
}
end
if score > 0
and score >= self._utility_data.score
and score >= loop_data.score then
loop_data = {
utility = utility,
score = score,
step_delay = step_delay,
args = args
}
end
end
end
if loop_data.utility
and loop_data.args then
if not self._utility_data
or not self._utility_data.args then
self._utility_data = loop_data
else
local no_data = not self._utility_data.utility and not self._utility_data.args
local same_args = tbl_equals(self._utility_data.args, loop_data.args)
local new_util = self._utility_data.utility ~= loop_data.utility or not same_args
if no_data
or new_util then -- if utilities are different or utilities are the same and args are different set new data
self._utility_data = loop_data
end
end
end
if self._utility_data.utility then
local util_data = self._utility_data
if not util_data.func then
self:initiate_utility(util_data.utility, unpack(util_data.args))
end
local func = util_data.func
if util_data.step_delay
and self.hp > 0 then
self.step_delay = util_data.step_delay
else
self.step_delay = nil
self._step_delay = 0
end
local step_delay = self.step_delay and (self._step_delay or 0)
if not func then return end
if step_delay then
if step_delay > 0 then
self._step_delay = step_delay - self.dtime
return
else
self._step_delay = self.step_delay
end
end
local dtime = self.dtime
self.dtime = dtime + (self.step_delay or 0)
self:set_forward_velocity(nil)
self:set_vertical_velocity(nil)
if func(self) then
self._utility_data = {
utility = nil,
func = nil,
score = 0
}
self:clear_action()
end
local action = self._action
if action
and type(action) ~= "table" then
if action(self) then
self:clear_action()
end
end
self.dtime = dtime
end
end
-- Vitals
function mob:_vitals(pos, node)
if not pos or not node then return end
local stand_def = creatura.get_node_def(node.name)
local max_fall = self.max_fall or 0
local in_liquid = self.in_liquid
local on_ground = self.touching_ground
local damage
if max_fall > 0
and not in_liquid then
local fall_start = self._fall_start or (not on_ground and pos.y)
if fall_start then
if on_ground then
damage = fall_start - pos.y
if damage < max_fall then
damage = nil
end
local resist = self.fall_resistance or 0
damage = damage - damage * resist
self._fall_start = nil
end
end
end
if self:timer(1) then
local head_pos = vec_raise(pos, self.height)
local head_node = minetest.get_node(head_pos)
if minetest.get_item_group(head_node.name, "liquid") > 0 then
if self._breath <= 0 then
damage = (damage or 0) + 1
else
self._breath = self._breath - 1
self:memorize("_breath", self._breath)
end
end
if minetest.get_item_group(stand_def.name, "fire") > 0
and stand_def.damage_per_second then
local resist = self.fire_resistance or 0.5
damage = (damage or 0) + stand_def.damage_per_second * resist
end
end
if damage then
self:hurt(damage)
self:indicate_damage()
if random(4) < 2 then
self:play_sound("hurt")
end
end
-- Entity Cramming
if self:timer(5) then
local objects = minetest.get_objects_inside_radius(pos, 0.2)
if #objects > 10 then
self:indicate_damage()
self.hp = self:memorize("hp", -1)
self:death_func()
end
end
end
function creatura.register_mob(name, def)
local box_width = def.hitbox and def.hitbox.width or 0.5
local box_height = def.hitbox and def.hitbox.height or 1
local hitbox = {-box_width, 0, -box_width, box_width, box_height, box_width}
def.physical = def.physical or true
def.collide_with_objects = def.collide_with_objects or false
def.visual = "mesh"
def.makes_footstep_sound = def.makes_footstep_sound or false
if def.static_save ~= false then
def.static_save = true
end
def.collisionbox = hitbox
def._creatura_mob = true
def.sounds = def.sounds or {}
if not def.sounds.hit then
def.sounds.hit = {
name = "creatura_hit",
gain = 0.5,
distance = 16,
variations = 3
}
end
def.on_activate = function(self, staticdata, dtime)
return self:activate(staticdata, dtime)
end
def.get_staticdata = function(self)
return self:staticdata(self)
end
minetest.register_entity(name, setmetatable(def, mob_meta))
end