--------------- -- Behaviors -- --------------- -- Math -- local abs = math.abs local atan2 = math.atan2 local cos = math.cos local floor = math.floor local pi = math.pi local sin = math.sin local rad = math.rad local random = math.random 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 diff(a, b) -- Get difference between 2 angles return atan2(sin(b - a), cos(b - a)) end local function clamp(val, min, max) if val < min then val = min elseif max < val then val = max end return val end -- Vector -- local vec_dir = vector.direction local vec_dist = vector.distance local vec_len = vector.length local vec_normal = vector.normalize local vec_round = vector.round local vec_sub = vector.subtract local vec_add = vector.add local vec_multi = vector.multiply local dir2yaw = minetest.dir_to_yaw local yaw2dir = minetest.yaw_to_dir ----------------- -- Local Tools -- ----------------- local get_collision = creatura.get_collision local function get_avoidance_dir(self) local pos = self.object:get_pos() if not pos then return end local collide, col_pos = get_collision(self) if collide then local vel = self.object:get_velocity() local ahead = vec_add(pos, vec_normal(self.object:get_velocity())) local avoidance_force = vector.subtract(ahead, col_pos) avoidance_force.y = 0 local vel_len = vec_len(vel) avoidance_force = vec_multi(vec_normal(avoidance_force), (vel_len > 1 and vel_len) or 1) return vec_dir(pos, vec_add(ahead, avoidance_force)) end end local function add_break_particle(pos) pos = vec_round(pos) local def = creatura.get_node_def(pos) local texture = (def.tiles and def.tiles[1]) or def.inventory_image texture = texture .. "^[resize:8x8" minetest.add_particlespawner({ amount = 6, time = 0.1, minpos = { x = pos.x, y = pos.y - 0.49, z = pos.z }, maxpos = { x = pos.x, y = pos.y - 0.49, z = pos.z }, minvel = {x=-1, y=1, z=-1}, maxvel = {x=1, y=2, z=1}, minacc = {x=0, y=-5, z=0}, maxacc = {x=0, y=-9, z=0}, minexptime = 1, maxexptime = 1.5, minsize = 1, maxsize = 2, collisiondetection = true, vertical = false, texture = texture, }) end local function get_group_positions(self) local objects = creatura.get_nearby_objects(self, self.name) local group = {} for _, object in ipairs(objects) do local obj_pos = object and object:get_pos() if obj_pos then table.insert(group, obj_pos) end end return group end -------------- -- Movement -- -------------- creatura.register_movement_method("animalia:fly_simple", function(self) local box = clamp(self.width, 0.5, 1.5) local steer_to local steer_timer = 0.25 self:set_gravity(0) local function func(_self, goal, speed_factor) local pos = _self.object:get_pos() if not pos then return end -- Return true when goal is reached if vec_dist(pos, goal) < box * 1.33 then _self:halt() return true end steer_timer = steer_timer - self.dtime if steer_timer <= 0 then steer_to = get_avoidance_dir(_self) end -- Get movement direction local goal_dir = vec_dir(pos, goal) if steer_to then steer_to.y = goal_dir.y goal_dir = steer_to end local yaw = _self.object:get_yaw() local goal_yaw = dir2yaw(goal_dir) local speed = abs(_self.speed or 2) * speed_factor or 0.5 local turn_rate = abs(_self.turn_rate or 5) -- Movement local yaw_diff = abs(diff(yaw, goal_yaw)) if yaw_diff < pi * 0.25 or steer_to then _self:set_forward_velocity(speed) else _self:set_forward_velocity(speed * 0.33) end self:set_vertical_velocity(speed * goal_dir.y) _self:turn_to(goal_yaw, turn_rate) if _self.touching_ground or _self.in_liquid then _self.object:add_velocity({x = 0, y = 2, z = 0}) end end return func end) creatura.register_movement_method("animalia:swim_simple", function(self) local box = clamp(self.width, 0.5, 1.5) local steer_to local steer_timer = 0.25 self:set_gravity(0) local function func(_self, goal, speed_factor) local pos = _self.object:get_pos() if not pos then return end -- Return true when goal is reached if vec_dist(pos, goal) < box * 1.33 then _self:halt() return true end steer_timer = steer_timer - self.dtime if steer_timer <= 0 then steer_to = get_avoidance_dir(_self) end -- Get movement direction local goal_dir = vec_dir(pos, goal) if steer_to then steer_to.y = goal_dir.y goal_dir = steer_to end local yaw = _self.object:get_yaw() local goal_yaw = dir2yaw(goal_dir) local speed = abs(_self.speed or 2) * speed_factor or 0.5 local turn_rate = abs(_self.turn_rate or 5) -- Movement local yaw_diff = abs(diff(yaw, goal_yaw)) if yaw_diff < pi * 0.25 or steer_to then _self:set_forward_velocity(speed) else _self:set_forward_velocity(speed * 0.33) end self:set_vertical_velocity(speed * goal_dir.y) _self:turn_to(goal_yaw, turn_rate) end return func end) ------------- -- Actions -- ------------- function animalia.action_pursue(self, target, timeout, method, speed_factor, anim) local timer = timeout or 4 local goal local function func(_self) local target_alive, line_of_sight, tgt_pos = self:get_target(target) if not target_alive then return true end goal = goal or tgt_pos timer = timer - _self.dtime self:animate(anim or "walk") local safe = true if _self.max_fall and _self.max_fall > 0 then local pos = self.object:get_pos() if not pos then return end safe = _self:is_pos_safe(goal) end if line_of_sight and vec_dist(goal, tgt_pos) > 3 then goal = tgt_pos end if timer <= 0 or not safe or _self:move_to(goal, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then return true end end self:set_action(func) end function animalia.action_move_flock(self, pos2, timeout, method, speed_factor, anim) local old_boids = (self._movement_data and self._movement_data.boids) or {} local boids = (#old_boids > 2 and old_boids) or creatura.get_boid_members(self.object:get_pos(), 12, self.name) local timer = timeout or 4 local boid_pos2 local function func(_self) local pos = self.object:get_pos() if not pos then return end -- Tick down timer timer = timer - _self.dtime -- Check if goal is safe local safe = true local max_fall = (_self.max_fall or 0) > 0 and _self.max_fall if max_fall then safe = _self:is_pos_safe(pos2) end -- Boid calculation if #boids > 2 then local boid_yaw, boid_pitch = creatura.get_boid_angle(self, boids, 12) if boid_yaw then local dir2pos = vec_dir(pos, pos2) local yaw2pos = minetest.dir_to_yaw(dir2pos) boid_yaw = interp_rad(boid_yaw, yaw2pos, 0.3) local boid_dir = minetest.yaw_to_dir(boid_yaw) boid_dir.y = boid_pitch boid_pos2 = vec_add(pos, vec_multi(boid_dir, 4)) if max_fall then boid_pos2 = creatura.get_ground_level(boid_pos2, 2) end end end -- Main movement if timer <= 0 or not safe or _self:move_to(boid_pos2 or pos2, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then return true end self:animate(anim or "walk") end self:set_action(func) end function animalia.action_float(self, time, anim) local timer = time local function func(_self) _self:set_gravity(-0.14) _self:halt() _self:animate(anim or "foat") timer = timer - _self.dtime if timer <= 0 then return true end end self:set_action(func) end function animalia.action_cling(self, time) local timer = time local function func(_self) _self:set_gravity(0) _self:halt() _self:set_vertical_velocity(1) _self:set_forward_velocity(0) _self:animate("cling") timer = timer - _self.dtime if timer <= 0 then return true end end self:set_action(func) end function animalia.action_punch(self, target) local jump_init = false local function func(_self) local tgt_alive, _, tgt_pos = _self:get_target(target) if not tgt_alive then return true end local pos = _self.object:get_pos() if not pos then return end local dir = vec_dir(pos, tgt_pos) if not jump_init then local vel = { x = dir.x * 3, y = 3, z = dir.z * 3 } _self.object:add_velocity(vel) jump_init = true elseif _self.touching_ground then return true end local dist = vec_dist(pos, tgt_pos) if dist < _self.width + 1 then _self:punch_target(target) return true end end self:set_action(func) end function animalia.action_punch_aoe(self, target) local punch_init = false local anim = self.animations["punch_aoe"] local anim_len = (anim.range.y - anim.range.x) / anim.speed local timeout = anim_len local function func(_self) local tgt_alive, _, tgt_pos = _self:get_target(target) if not tgt_alive then return true end local pos = _self.object:get_pos() if not pos then return end _self:halt() _self:animate("punch_aoe") local dist = vec_dist(pos, tgt_pos) timeout = timeout - _self.dtime if not punch_init and dist < _self.width + 1 and timeout < anim_len * 0.5 then _self:punch_target(target) punch_init = true end if timeout <= 0 then _self:animate("stand") return true end end self:set_action(func) end --------------- -- Utilities -- --------------- creatura.register_utility("animalia:die", function(self) local timer = 1.5 local init = false local function func(_self) if not init then _self:play_sound("death") creatura.action_fallover(_self) init = true end timer = timer - _self.dtime if timer <= 0 then local pos = _self.object:get_pos() if not pos then return end minetest.add_particlespawner({ amount = 8, time = 0.25, minpos = {x = pos.x - 0.1, y = pos.y, z = pos.z - 0.1}, maxpos = {x = pos.x + 0.1, y = pos.y + 0.1, z = pos.z + 0.1}, minacc = {x = 0, y = 2, z = 0}, maxacc = {x = 0, y = 3, z = 0}, minvel = {x = random(-1, 1), y = -0.25, z = random(-1, 1)}, maxvel = {x = random(-2, 2), y = -0.25, z = random(-2, 2)}, minexptime = 0.75, maxexptime = 1, minsize = 4, maxsize = 4, texture = "creatura_smoke_particle.png", animation = { type = 'vertical_frames', aspect_w = 4, aspect_h = 4, length = 1, }, glow = 1 }) creatura.drop_items(_self) _self.object:remove() end end self:set_utility(func) end) creatura.register_utility("animalia:swim_to_land", function(self) local init = false local tpos = nil local function func(_self) if not init then for i = 1, 359, 15 do local yaw = rad(i) local dir = yaw2dir(yaw) tpos = animalia.find_collision(_self, dir) if tpos then local node = minetest.get_node({x = tpos.x, y = tpos.y + 1, z = tpos.z}) if node.name == "air" then break else tpos = nil end end end init = true end if tpos then local pos = _self.object:get_pos() if not pos then return end local yaw = _self.object:get_yaw() local tyaw = minetest.dir_to_yaw(vec_dir(pos, tpos)) if abs(tyaw - yaw) > 0.1 then _self:turn_to(tyaw, 12) end _self:set_gravity(-9.8) _self:set_forward_velocity(_self.speed * 0.66) _self:animate("walk") if vector.distance(pos, tpos) < 1 or (not _self.in_liquid and _self.touching_ground) then return true end else _self.liquid_recovery_cooldown = 5 return true end end self:set_utility(func) end) -- Wandering creatura.register_utility("animalia:wander", function(self) local move_chance = 5 local idle_duration = 4 local center = self.object:get_pos() if not center then return end local move = self.wander_action or creatura.action_move local function func(_self) if not _self:get_action() then local pos2 = _self:get_wander_pos(2, 3) if random(move_chance) < 2 and vec_dist(pos2, center) < _self.tracking_range * 0.5 then move(_self, pos2, 2) else creatura.action_idle(_self, random(idle_duration), "stand") end end end self:set_utility(func) end) creatura.register_utility("animalia:wander_group", function(self) local move_chance = 3 local idle_duration = 3 local center = self.object:get_pos() if not center then return end local group_tick = 500 local move = self.wander_action or animalia.action_move_flock local function func(_self) group_tick = group_tick - 1 if group_tick <= 0 then local pos = _self.object:get_pos() if not pos then return end local grp_pos = get_group_positions(_self) center = animalia.get_average_pos(grp_pos) or pos group_tick = 500 end if not _self:get_action() then local pos2 = _self:get_wander_pos(2, 3) if random(move_chance) < 2 and vec_dist(pos2, center) < _self.tracking_range * 0.5 then move(_self, pos2, 2) else creatura.action_idle(_self, random(idle_duration)) end end end self:set_utility(func) end) creatura.register_utility("animalia:wander_skittish", function(self) local move_chance = 3 local idle_duration = 3 local center = self.object:get_pos() if not center then return end local plyr_tick = 500 local move_dir local move = self.wander_action or creatura.action_move local function func(_self) plyr_tick = plyr_tick - 1 if plyr_tick <= 0 then local pos = _self.object:get_pos() if not pos then return true end local plyr = creatura.get_nearby_player(_self) local plyr_alive, los, plyr_pos = _self:get_target(plyr) if plyr_alive and los then move_dir = vec_dir(plyr_pos, pos) end plyr_tick = 500 end if not _self:get_action() then local pos2 = _self:get_wander_pos(2, 3, move_dir) if random(move_chance) < 2 and vec_dist(pos2, center) < _self.tracking_range * 0.5 then move(_self, pos2, 2) move_dir = nil else creatura.action_idle(_self, random(idle_duration)) end end end self:set_utility(func) end) creatura.register_utility("animalia:aerial_wander", function(self) local center = self.object:get_pos() if not center then return end local height_tick = 0 local function func(_self) local pos = self.object:get_pos() if not pos then return end height_tick = height_tick - 1 if height_tick <= 0 then local dist2floor = creatura.sensor_floor(self, 2, true) center.y = center.y + (2 - dist2floor) height_tick = 30 end if not _self:get_action() then local move_dir = (vec_dist(pos, center) > 8 and vec_dir(pos, center)) or nil local pos2 = _self:get_wander_pos_3d(2, 5, move_dir) animalia.action_move_flock(_self, pos2, 3, "animalia:fly_simple", 1, "fly") end end self:set_utility(func) end) creatura.register_utility("animalia:fly_to_roost", function(self) local home = self.home_position local roost = self.roost_action or creatura.action_idle local function func(_self) local pos = self.object:get_pos() if not pos then return end if not home then return true end if not _self:get_action() then if abs(pos.x - home.x) < 0.5 and abs(pos.y - home.y) < 0.7 and abs(pos.z - home.z) < 0.5 then roost(_self, 1, "stand") return end creatura.action_move(_self, home, 3, "animalia:fly_simple", 1, "fly") end end self:set_utility(func) end) creatura.register_utility("animalia:fly_to_land", function(self) local landed = false local function func(_self) if not _self:get_action() then if landed then return true end if _self.touching_ground then creatura.action_idle(_self, 0.5, "stand") landed = true else local pos2 = _self:get_wander_pos_3d(3, 6) if pos2 then local dist2floor = creatura.sensor_floor(_self, 10, true) pos2.y = pos2.y - dist2floor creatura.action_move(_self, pos2, 3, "animalia:fly_simple", 0.6, "fly") end end end end self:set_utility(func) end) creatura.register_utility("animalia:aquatic_wander_school", function(self) local center = self.object:get_pos() if not center then return end local center_tick = 0 local water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"}) local function func(_self) if #water_nodes < 1 then return true end if #water_nodes < 10 then center_tick = center_tick - 1 if center_tick <= 0 then center_tick = 30 end center = self.object:get_pos() if not center then return end water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"}) end if not _self:get_action() then animalia.action_move_flock(_self, water_nodes[random(#water_nodes)], 3, "animalia:swim_simple", 1, "swim") end end self:set_utility(func) end) creatura.register_utility("animalia:aquatic_wander", function(self) local center = self.object:get_pos() if not center then return end local center_tick = 0 local move_chance = 3 local idle_duration = 3 local water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"}) local function func(_self) if #water_nodes < 1 then return true end if #water_nodes < 10 then center_tick = center_tick - 1 if center_tick <= 0 then center_tick = 30 end center = self.object:get_pos() if not center then return end water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"}) end if not _self:get_action() then if random(move_chance) < 2 then creatura.action_move(_self, water_nodes[random(#water_nodes)], 3, "animalia:swim_simple", 0.5, "swim") else animalia.action_float(_self, random(idle_duration), "float") end end end self:set_utility(func) end) -- Environment Interaction creatura.register_utility("animalia:eat_turf", function(self) local action_init = false local function func(_self) local pos = _self.object:get_pos() if not pos then return end local yaw = _self.object:get_yaw() local dir = vec_normal(yaw2dir(yaw)) local turf_pos = { x = pos.x + dir.x * _self.width, y = pos.y - 0.5, z = pos.z + dir.z * _self.width } if not _self:get_action() then if action_init then return true end for name, sub_name in pairs(_self.consumable_nodes) do if minetest.get_node(turf_pos).name == name then add_break_particle(turf_pos) minetest.set_node(turf_pos, {name = sub_name}) _self.collected = _self:memorize("collected", false) creatura.action_idle(_self, 1, "eat") action_init = true break end end if not action_init then return true end end end self:set_utility(func) end) creatura.register_utility("animalia:eat_bug", function(self, bug) local timer = 0.2 local action_init = false local function func(_self) local pos = _self.object:get_pos() if not pos then return end if not bug then return true end local dist = vec_dist(pos, bug) local dir = vec_dir(pos, bug) local frame = floor(dist * 10) if not _self:get_action() then if dist > 1 then local pos2 = vec_add(bug, vec_multi(vec_normal(vec_dir(bug, pos)), 0.25)) creatura.action_move(_self, pos2, 1) else animalia.move_head(_self, dir2yaw(dir), dir.y) creatura.action_idle(_self, 0.1, "tongue_" .. frame) action_init = true end end if action_init then timer = timer - _self.dtime if timer <= 0 then minetest.remove_node(bug) return true end end end self:set_utility(func) end) creatura.register_utility("animalia:run_to_pos", function(self, pos2, timeout) timeout = timeout or 3 local function func(_self) local pos = _self.object:get_pos() if not pos then return end if not pos2 then return true end if not _self:get_action() then local anim = (_self.animations["run"] and "run") or "walk" creatura.action_move(_self, pos2, 2, "creatura:obstacle_avoidance", 1, anim) end timeout = timeout - _self.dtime if timeout <= 0 then return true end end self:set_utility(func) end) -- Object Interaction creatura.register_utility("animalia:follow_player", function(self, player, force) local width = self.width local function func(_self) local pos = _self.object:get_pos() if not pos then return end local plyr_alive, _, plyr_pos = _self:get_target(player) if not plyr_alive or (not _self:follow_wielded_item(player) and not force) then return true end local dist = vec_dist(pos, plyr_pos) if not _self:get_action() then if dist > width + 1 then animalia.action_pursue(_self, player, 3, "creatura:obstacle_avoidance", 0.75) else creatura.action_idle(_self, 1) end end end self:set_utility(func) end) creatura.register_utility("animalia:flee_from_target", function(self, target) local los_timeout = 3 local function func(_self) local pos = _self.object:get_pos() if not pos then return end local tgt_alive, los, tgt_pos = _self:get_target(target) if not tgt_alive then self._puncher = nil return true end if not los then los_timeout = los_timeout - _self.dtime else los_timeout = 3 end if los_timeout <= 0 then self._puncher = nil return true end local dist = vec_dist(pos, tgt_pos) if dist > _self.tracking_range then self._puncher = nil return true end if not _self:get_action() then local flee_dir = vec_dir(tgt_pos, pos) local pos2 = _self:get_wander_pos(2, 3, flee_dir) local anim = (_self.animations["run"] and "run") or "walk" creatura.action_move(_self, pos2, 2, "creatura:obstacle_avoidance", 1, anim) end end self:set_utility(func) end) creatura.register_utility("animalia:flee_from_target_defend", function(self, target) local los_timeout = 3 local function func(_self) local pos = _self.object:get_pos() if not pos then return end local tgt_alive, los, tgt_pos = _self:get_target(target) if not tgt_alive then self._puncher = nil return true end if not los then los_timeout = los_timeout - _self.dtime else los_timeout = 3 end if los_timeout <= 0 then self._puncher = nil return true end local dist = vec_dist(pos, tgt_pos) if dist > _self.tracking_range then self._puncher = nil return true end if not _self:get_action() then local flee_dir = vec_dir(tgt_pos, pos) local pos2 = _self:get_wander_pos(2, 3, flee_dir) local anim = (_self.animations["run"] and "run") or "walk" if dist > _self.width + 0.5 then creatura.action_move(_self, pos2, 2, "creatura:obstacle_avoidance", 1, anim) else animalia.action_punch_aoe(self, target) end end end self:set_utility(func) end) creatura.register_utility("animalia:tame_horse", function(self) local center = self.object:get_pos() local trust = 5 local function func(_self) local pos = _self.object:get_pos() if not pos then return end if not _self.rider or not creatura.is_alive(_self.rider) then return true end local player = _self.rider if not _self:get_action() then if random(6) < 2 then creatura.action_idle(_self, 0.5, "punch_aoe") else local dir = vec_dist(pos, center) > 8 and vec_dir(pos, center) local pos2 = _self:get_wander_pos(2, 4, dir) creatura.action_move(_self, pos2, 3, "creatura:obstacle_avoidance", 1, "run") end end local yaw = _self.object:get_yaw() local plyr_yaw = player:get_look_horizontal() if abs(diff(yaw, plyr_yaw)) < pi * 0.25 then trust = trust + _self.dtime else trust = trust - _self.dtime * 0.5 end local min_pos = {x = pos.x, y = pos.y + 2, z = pos.z} local max_pos = {x = pos.x, y = pos.y + 2, z = pos.z} if trust <= 0 then animalia.mount(_self, player) animalia.particle_spawner(pos, "creatura_particle_red.png", "float", min_pos, max_pos) return true end if trust >= 10 then _self.owner = self:memorize("owner", player:get_player_name()) animalia.protect_from_despawn(_self) animalia.mount(_self, player) animalia.particle_spawner(pos, "creatura_particle_green.png", "float", min_pos, max_pos) return true end end self:set_utility(func) end) creatura.register_utility("animalia:attack_target", function(self, target) local width = self.width local punch_init = false local function func(_self) local pos = _self.object:get_pos() if not pos then return end local tgt_alive, _, tgt_pos = _self:get_target(target) if not tgt_alive then return true end local dist = vec_dist(pos, tgt_pos) if dist < width + 1 and not punch_init then punch_init = true animalia.action_punch(_self, target) end if not _self:get_action() then if punch_init then return true end animalia.action_pursue(_self, target, 3, "creatura:pathfind", 0.75) end end self:set_utility(func) end) creatura.register_utility("animalia:breed", function(self) local mate = animalia.get_nearby_mate(self, self.name) if not mate then self.breeding = false return end local breeding_time = 0 local function func(_self) if not _self.breeding then return true end local pos = _self.object:get_pos() if not pos then return end local tgt_pos = mate:get_pos() if not tgt_pos then return end local dist = vec_dist(pos, tgt_pos) if dist < _self.width + 0.5 then breeding_time = breeding_time + _self.dtime end if breeding_time > 2 then local mate_ent = mate:get_luaentity() _self.breeding = self:memorize("breeding", false) _self.breeding_cooldown = _self:memorize("breeding_cooldown", 300) mate_ent.breeding = mate_ent:memorize("breeding", false) mate_ent.breeding_cooldown = mate_ent:memorize("breeding_cooldown", 300) local minp = vector.subtract(pos, 1) local maxp = vec_add(pos, 1) animalia.particle_spawner(pos, "heart.png", "float", minp, maxp) for _ = 1, _self.birth_count or 1 do if _self.add_child then _self:add_child() else local object = minetest.add_entity(pos, _self.name) local ent = object:get_luaentity() ent.growth_scale = 0.7 animalia.initialize_api(ent) animalia.protect_from_despawn(ent) end end return true end if not _self:get_action() then creatura.action_move(_self, tgt_pos) end end self:set_utility(func) end) -- Domesticated Behavior creatura.register_utility("animalia:stay", function(self) local function func(_self) local order = _self.order or "wander" if order ~= "sit" then return true end if not _self:get_action() then creatura.action_idle(_self, 1, "sit") end end self:set_utility(func) end) creatura.register_utility("animalia:destroy_nearby_vessel", function(self) local width = self.width local timeout = 8 local nodes local glass_vessels = {"vessels:glass_bottle", "vessels:drinking_glass"} local pos2 local function func(_self) local pos = _self.object:get_pos() if not pos then return end nodes = nodes or minetest.find_nodes_in_area(vec_sub(pos, 6), vec_add(pos, 6), glass_vessels) or {} if #nodes < 1 then return true end if not _self:get_action() then pos2 = pos2 or nodes[random(#nodes)] local dist = vec_dist(pos, pos2) if dist < width + 0.5 then creatura.action_idle(_self, 0.7, "smack") minetest.remove_node(pos2) minetest.add_item(pos2, "vessels:glass_fragments") return true else creatura.action_move(_self, pos2, 4, "creatura:pathfind") end end timeout = timeout - self.dtime if timeout <= 0 then return true end end self:set_utility(func) end) creatura.register_utility("animalia:play_with_player", function(self, player) local play_init = false local width = self.width local function func(_self) local pos = _self.object:get_pos() if not pos then return end local plyr_alive, _, plyr_pos = _self:get_target(player) if not plyr_alive or _self.trust_cooldown > 0 then return true end local dist = vec_dist(pos, plyr_pos) if dist < width + 0.5 and not play_init then creatura.action_idle(_self, 0.5, "play") _self.object:add_velocity({x = 0, y = 2, z = 0}) animalia.particle_spawner(pos, "heart.png", "float") animalia.add_trust(_self, player, 1) play_init = true end if not _self:get_action() then if play_init then return true end animalia.action_pursue(_self, player, 1, "creatura:obstacle_avoidance") end end self:set_utility(func) end) creatura.register_utility("animalia:bother_player", function(self, player) local width = self.width local play_init = false local timeout = 5 local function func(_self) local pos = _self.object:get_pos() if not pos then return end local plyr_alive, _, plyr_pos = _self:get_target(player) if not plyr_alive then return true end local dist = vec_dist(pos, plyr_pos) if not _self:get_action() then if play_init then return true end if dist > width then animalia.action_pursue(_self, player, 3, "creatura:pathfind", 0.75) else creatura.action_idle(_self, 0.5, "play") play_init = true end end timeout = timeout - _self.dtime if timeout <= 0 then return true end end self:set_utility(func) end) creatura.register_utility("animalia:mount_horse", function(self, player) if not player or not player:get_properties() then return end local player_size = player:get_properties().visual_size local mob_size = self.visual_size local adj_size = { x = player_size.x / mob_size.x, y = player_size.y / mob_size.y } local function func(_self) if not creatura.is_alive(player) then return true end local anim = "stand" local speed_x = 0 local tyaw = player:get_look_horizontal() local control = player:get_player_control() local vel = _self.object:get_velocity() if not tyaw then return end if _self:timer(1) then local player_props = player:get_properties() if player_props.visual_size.x ~= adj_size.x then player:set_properties({ visual_size = adj_size }) end end if control.up then speed_x = 1 anim = "walk" if control.aux1 then speed_x = 1.5 anim = "run" end end if control.jump and _self.touching_ground then _self.object:add_velocity({ x = 0, y = _self.jump_power + (abs(_self._movement_data.gravity) * 0.33), z = 0 }) elseif not _self.touching_ground then speed_x = speed_x * 0.5 end if not _self.touching_ground and not _self.in_liquid and vel.y > 0 then anim = "rear" end local yaw = self.object:get_yaw() if abs(yaw - tyaw) > 0.1 then _self:turn_to(tyaw) end _self:set_forward_velocity(_self.speed * speed_x) _self:animate(anim) if control.sneak or not _self.rider then animalia.mount(_self, player) return true end end self:set_utility(func) end) -- Misc creatura.register_utility("animalia:flop", function(self) local function func(_self) if _self.in_liquid then return true end if not _self:get_action() then creatura.action_idle(_self, 0.1, "flop") end _self:set_vertical_velocity(0) _self:set_gravity(-9.8) end self:set_utility(func) end)