animalia/api/api.lua
2021-08-23 02:46:14 -07:00

1512 lines
No EOL
50 KiB
Lua

-------------
---- API ----
-------------
-- Ver 0.2 --
local hitbox = mob_core.get_hitbox
local find_string = mob_core.find_val
local creative = minetest.settings:get_bool("creative_mode")
----------
-- Math --
----------
local random = math.random
local min = math.min
local pi = math.pi
local abs = math.abs
local ceil = math.ceil
local floor = math.floor
local function diff(a, b) -- Get difference between 2 angles
return math.atan2(math.sin(b - a), math.cos(b - a))
end
local function round(x) -- Round to nearest multiple of 0.5
return x + 0.5 - (x + 0.5) % 1
end
local function clamp(num, min, max)
if num < min then
num = min
elseif num > max then
num = max
end
return num
end
local yaw2dir = minetest.yaw_to_dir
local dir2yaw = minetest.dir_to_yaw
local vec_dist = vector.distance
local vec_dir = vector.direction
local function dist_2d(pos1, pos2)
local a = vector.new(pos1.x, 0, pos1.z)
local b = vector.new(pos2.x, 0, pos2.z)
return vec_dist(a, b)
end
local function get_average_pos(vectors)
local sum = {x = 0, y = 0, z = 0}
for _, vec in pairs(vectors) do sum = vector.add(sum, vec) end
local avg = vector.divide(sum, #vectors)
avg.x = math.floor(avg.x) + 0.5
avg.y = math.floor(avg.y) + 0.5
avg.z = math.floor(avg.z) + 0.5
return avg
end
local function pos_to_neighbor(self, pos2)
local pos = self.object:get_pos()
local dir = vector.direction(pos, pos2)
local neighbor = self._neighbors[mobkit.dir2neighbor(dir)]
local vec = {
x = neighbor.x,
y = 0,
z = neighbor.z
}
return vector.add(pos, vec)
end
local function get_random_offset(pos, range)
if not pos then return nil end
range = (range * 0.5) or 3
local pos_x = pos.x + random(-range, range)
local pos_z = pos.z + random(-range, range)
local node = nil
for i = -1, 1 do
i_pos = vector.new(pos_x, pos.y + i, pos_z)
if minetest.registered_nodes[minetest.get_node(vector.new(i_pos.x, i_pos.y - 1, i_pos.z)).name].walkable then
node = i_pos
break
end
end
if not node then return nil end
return node
end
local is_movable = mob_core.is_moveable
local function walkable(pos)
return minetest.registered_nodes[minetest.get_node(pos).name].walkable
end
-------------------
-- API Functions --
-------------------
function animalia.is_prey(name1, name2)
if name1 == name2 then return 0 end
local def1 = minetest.registered_entities[name1]
local def2 = minetest.registered_entities[name2]
if find_string(paleotest.mobkit_mobs, name2)
and def1.follow
and def2.drops then
for _, drop in ipairs(def2.drops) do
if drop.name
and find_string(def1.follow, drop.name)
and def1.prey_params["height"] >= get_height(name2)
and def1.prey_params["health"] >= def2.max_hp then
-- Mob is prey
return 2
end
end
-- Mob can be attacked
return 1
end
-- Not a mobkit mob
return 0
end
function animalia.particle_spawner(pos, texture, type, min_pos, max_pos)
type = type or "float"
min_pos = min_pos or {
x = pos.x - 2,
y = pos.y - 2,
z = pos.z - 2,
}
max_pos = max_pos or {
x = pos.x + 2,
y = pos.y + 2,
z = pos.z + 2,
}
if type == "float" then
minetest.add_particlespawner({
amount = 16,
time = 0.25,
minpos = min_pos,
maxpos = max_pos,
minvel = {x = 0, y = 0.2, z = 0},
maxvel = {x = 0, y = 0.25, z = 0},
minexptime = 0.75,
maxexptime = 1,
minsize = 4,
maxsize = 4,
texture = texture,
glow = 1,
})
elseif type == "splash" then
minetest.add_particlespawner({
amount = 6,
time = 0.25,
minpos = {x = pos.x - 7/16, y = pos.y + 0.6, z = pos.z - 7/16},
maxpos = {x = pos.x + 7/16, y = pos.y + 0.6, z = pos.z + 7/16},
minvel = vector.new(-1, 2, -1),
maxvel = vector.new(1, 5, 1),
minacc = vector.new(0, -9.81, 0),
maxacc = vector.new(0, -9.81, 0),
minsize = 2,
maxsize = 4,
collisiondetection = true,
texture = texture,
})
end
end
function animalia.can_reach(self, pos2)
if pos2 then
local pos = mobkit.get_stand_pos(self)
local box = hitbox(self)
local path_data = mob_core.find_path(pos, pos2, box[4] - 0.1, self.height, 100)
if path_data and #path_data > 2 then
return true, path_data
end
end
return false
end
function animalia.find_collision(self, dir)
local pos = mobkit.get_stand_pos(self)
local pos2 = vector.add(pos, vector.multiply(dir, 16))
local ray = minetest.raycast(pos, pos2, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return pointed_thing.under
end
end
return nil
end
function animalia.get_nearby_mate(self, name)
for _, obj in ipairs(self.nearby_objects) do
if mobkit.is_alive(obj)
and not obj:is_player()
and obj:get_luaentity().name == name
and obj:get_luaentity().gender ~= self.gender
and obj:get_luaentity().breeding then
return obj
end
end
end
function animalia.feed_tame(self, clicker, feed_count, tame, breed)
local item = clicker:get_wielded_item()
local pos = self.object:get_pos()
local mob_name = mob_core.get_name_proper(self.name)
if mob_core.follow_holding(self, clicker) then
if not creative then
item:take_item()
clicker:set_wielded_item(item)
end
mobkit.heal(self, self.max_hp/feed_count)
if self.hp >= self.max_hp then
self.hp = self.max_hp
end
self.food = mobkit.remember(self, "food", self.food + 1)
local minppos = vector.add(pos, hitbox(self)[4])
local maxppos = vector.subtract(pos, hitbox(self)[4])
local def = minetest.registered_items[item:get_name()]
local texture = def.inventory_image
if not texture or texture == "" then
texture = def.wield_image
if def.tiles then
texture = def.tiles[1]
end
end
texture = texture .. "^[resize:8x8" -- Crops image
minetest.add_particlespawner({
amount = 12*self.height,
time = 0.1,
minpos = minppos,
maxpos = maxppos,
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,
minsize = 2*self.height,
maxsize = 3*self.height,
collisiondetection = true,
vertical = false,
texture = texture,
})
if self.food >= feed_count then
self.food = mobkit.remember(self, "food", 0)
if tame
and not self.tamed
and self.follow[1] == item:get_name() then
mob_core.set_owner(self, clicker:get_player_name())
minetest.chat_send_player(clicker:get_player_name(), mob_name.." has been tamed!")
mobkit.clear_queue_high(self)
animalia.particle_spawner(pos, "mob_core_green_particle.png", "float", minppos, maxppos)
end
if breed then
if self.child then return false end
if self.breeding then return false end
if self.breeding_cooldown <= 0 then
self.breeding = true
animalia.particle_spawner(pos, "heart.png", "float", minppos, maxppos)
end
end
end
end
return false
end
local function is_within_reach(self, target)
local dist = vec_dist(mobkit.get_stand_pos(self), mobkit.get_stand_pos(target)) - (hitbox(self)[4] + hitbox(target)[4])
if dist <= self.reach then
return true
end
return false
end
local function is_on_ground(object)
if object then
local pos = object:get_pos()
local sub = 1
if not object:is_player() then
sub = math.abs(hitbox(object)[2]) + 1
end
pos.y = pos.y - sub
if minetest.registered_nodes[minetest.get_node(pos).name].walkable then
return true
end
pos.y = pos.y - 1
if minetest.registered_nodes[minetest.get_node(pos).name].walkable then
return true
end
end
return false
end
local function get_height(name)
local def = minetest.registered_entities[name]
return abs(def.collisionbox[2]) + abs(def.collisionbox[5])
end
------------------
-- LQ Functions --
------------------
function animalia.lq_follow_path(self, path_data, speed_factor, anim)
speed_factor = speed_factor or 1
anim = anim or "walk"
local dest = nil
local timer = #path_data -- failsafe
local width = hitbox(self)[4]
local init = false
local func = function(self)
local pos = mobkit.get_stand_pos(self)
local yaw = self.object:get_yaw()
local s_fctr = speed_factor
if path_data and #path_data > 1 then
if #path_data >= math.ceil(width) then
dest = path_data[1]
else
return true
end
else
return true
end
if not self.isonground then
table.remove(path_data, 1)
timer = timer - 1
s_fctr = 0.25
end
timer = timer - self.dtime
if timer < 0 then return true end
local y = self.object:get_velocity().y
local tyaw = minetest.dir_to_yaw(vector.direction(pos, dest))
mobkit.turn2yaw(self, tyaw, self.turn_rate or 4)
if vec_dist(pos, path_data[#path_data]) < math.ceil(width) then
if not self.isonground and not self.isinliquid and
mob_core.fall_check(self, pos, self.max_fall or self.jump_height) then
self.object:set_velocity({x = 0, y = y, z = 0})
end
return true
end
if vec_dist(pos, path_data[1]) < 2.5
and diff(yaw, tyaw) < 1.5 then
table.remove(path_data, 1)
timer = timer - 1
end
if mob_core.fall_check(self, pos, self.max_fall or self.jump_height) then
self.object:set_velocity({x = 0, y = y, z = 0})
return true
end
if self.isonground or self.isinliquid then
local forward_dir = vector.normalize(minetest.yaw_to_dir(yaw))
forward_dir = vector.multiply(forward_dir,
self.max_speed * s_fctr)
forward_dir.y = y
self.object:set_velocity(forward_dir)
if not init then
mobkit.animate(self, anim)
init = true
end
end
end
mobkit.queue_low(self, func)
end
function animalia.lq_dumb_follow_path(self, path_data, speed_factor, anim)
speed_factor = speed_factor or 1
anim = anim or "walk"
local dest = nil
local timer = 3 -- failsafe
local width = hitbox(self)[4]
local stop_thresh = 1
local init = false
local func = function(self)
local pos = mobkit.get_stand_pos(self)
local yaw = self.object:get_yaw()
if path_data and #path_data > 1 then
dest = path_data[1]
else
return true
end
if not self.isonground then table.remove(path_data, 1) end
timer = timer - self.dtime
if timer < 0 then return true end
local y = self.object:get_velocity().y
local tyaw = minetest.dir_to_yaw(vector.direction(pos, dest))
if #path_data > 2
and ((dist_2d(pos, path_data[1]) < 1
or abs(tyaw - yaw) < 3)
or dist_2d(pos, path_data[1]) >= dist_2d(pos, path_data[2])) then
table.remove(path_data, 1)
end
if abs(yaw - tyaw) > 0.5 then
mobkit.turn2yaw(self, tyaw, 8)
end
if dist_2d(pos, path_data[#path_data]) < 0.6 then
if not self.isonground and not self.isinliquid and
mob_core.fall_check(self, pos, self.max_fall or self.jump_height) then
self.object:set_velocity({x = 0, y = y, z = 0})
end
mobkit.animate(self, "stand")
return true
end
if dist_2d(pos, path_data[#path_data]) < 0.6 then
mobkit.animate(self, "stand")
return true
end
if mob_core.fall_check(self, pos, self.max_fall or self.jump_height) then
self.object:set_velocity({x = 0, y = y, z = 0})
return true
end
if self.isonground or self.isinliquid then
local forward_dir = vector.normalize(minetest.yaw_to_dir(yaw))
forward_dir = vector.multiply(forward_dir,
self.max_speed * speed_factor)
forward_dir.y = y
self.object:set_velocity(forward_dir)
if not init then
mobkit.animate(self, anim)
init = true
end
end
end
mobkit.queue_low(self, func)
end
function animalia.lq_idle(self, duration, anim)
anim = anim or 'stand'
local random_yaw = nil
local init = true
local func = function(self)
if init then
mobkit.animate(self, anim)
init = false
end
duration = duration - self.dtime
if random(6) < 2
and not random_yaw then
random_yaw = self.object:get_yaw() + random(-2, 2)
elseif random_yaw
and abs(self.object:get_yaw() - random_yaw) > 0.1 then
mobkit.turn2yaw(self, random_yaw, 3)
self._tyaw = random_yaw
end
if duration <= 0 then return true end
end
mobkit.queue_low(self, func)
end
---------------------------
-- Mob Control Functions --
---------------------------
function animalia.go_to_pos(self, tpos, speed_factor, anim)
speed_factor = speed_factor or 1
local pos = self.object:get_pos()
local dist = vec_dist(pos, tpos)
if dist < 5
and minetest.line_of_sight(pos, tpos) then
local _, pos2 = mob_core.get_next_waypoint(self, tpos)
if pos2 then
mob_core.lq_dumbwalk(self, pos2, speed_factor, anim)
return
end
else
local box = hitbox(self)
local path_data = mob_core.find_path(mobkit.get_stand_pos(self), tpos, box[4] - 0.1, self.height, 100)
if path_data then
mob_core.lq_follow_path(self, path_data, speed_factor, anim)
return
end
end
mob_core.lq_dumbwalk(self, tpos, speed_factor, anim)
end
function animalia.go_to_pos_lite(self, tpos, speed_factor)
speed_factor = speed_factor or 1
if mobkit.is_queue_empty_low(self) then
local _, pos2 = mob_core.get_next_waypoint(self, tpos)
if pos2 then
mob_core.lq_dumbwalk(self, pos2, speed_factor)
return true
else
local box = hitbox(self)
local path_data = mob_core.find_path(mobkit.get_stand_pos(self), tpos, box[4] - 0.1, self.height, 100)
if path_data and #path_data > 2 then
mob_core.lq_follow_path(self, path_data, speed_factor, anim)
return true
end
end
end
return false
end
---------------------------------
-- Entity Definition Functions --
---------------------------------
local function sensors()
local timer = 2
local pulse = 1
return function(self)
timer = timer - self.dtime
if timer < 0 then
pulse = pulse + 1
local range = self.view_range
if pulse > 2 then
pulse = 1
else
range = self.view_range * 0.5
end
local pos = self.object:get_pos()
self.group = {}
self.nearby_objects = minetest.get_objects_inside_radius(pos, range)
for i, obj in ipairs(self.nearby_objects) do
if obj ~= self.object
and obj:get_luaentity()
and obj:get_luaentity().name == self.name then
table.insert(self.group, obj)
elseif obj == self.object then
table.remove(self.nearby_objects, i)
break
end
end
timer = 2
end
end
end
function animalia.on_activate(self, staticdata, dtime_s)
mob_core.on_activate(self, staticdata, dtime_s)
self.sensefunc = sensors()
self.order = mobkit.recall(self, "order") or "wander"
self.gotten = mobkit.recall(self, "gotten") or false
self.attention_span = mobkit.recall(self, "attention_span") or 0
self.breeding = mobkit.recall(self, "breeding") or false
self.breeding_time = mobkit.recall(self, "breeding_time") or 0
self.breeding_cooldown = mobkit.recall(self, "breeding_cooldown") or 0
self.lasso_pos = mobkit.recall(self, "lasso_pos") or nil
self.liquid_recovery_cooldown = 0
self.target_blacklist = {}
if self.lasso_pos then
self.caught_with_lasso = true
if minetest.get_item_group(minetest.get_node(self.lasso_pos).name, "fence") > 0 then
local object = minetest.add_entity(self.lasso_pos, "animalia:lasso_fence_ent")
object:get_luaentity().parent = self.object
end
end
for name in pairs(minetest.registered_entities) do
if self.targets
and self.prey_params then
if animalia.is_prey(self.name, name) == 2 then
table.insert(self.targets, name)
end
end
end
end
local function lasso_effect(self, pos2)
local pos = mobkit.get_stand_pos(self)
pos.y = pos.y + (self.height * 0.5)
local object = minetest.add_entity(pos2, "animalia:lasso_visual")
local ent = object:get_luaentity()
ent.parent = self.object
ent.anchor_pos = pos2
return object
end
local function is_under_solid(pos)
local pos2 = vector.new(pos.x, pos.y + 1, pos.z)
return (walkable(pos2) or ((mobkit.get_node_height(pos2) or 0) < 1.5))
end
local function vec_center(vec)
return {x = floor(vec.x + 0.5), y = floor(vec.y + 0.5), z = floor(vec.z + 0.5)}
end
local function do_step(self, moveresult)
local pos = mobkit.get_stand_pos(self)
local width = hitbox(self)[4] - 0.1
if not self._step then
for _, data in ipairs(moveresult.collisions) do
if data.type == "node" then
local step_pos = data.node_pos
local halfway = vector.add(pos, vector.multiply(vector.direction(pos, step_pos), 0.5))
if step_pos.y + 0.5 > pos.y
and (walkable({x = pos.x, y = pos.y - 1, z = pos.z})
or self.isinliquid)
and not vector.equals(vec_center(pos), step_pos)
and not is_under_solid(step_pos)
and is_movable({x = halfway.x, y = step_pos.y + 1, z = halfway.z}, width, self.height) then
local vel_yaw = self.object:get_yaw()
local dir_yaw = minetest.dir_to_yaw(vector.direction(pos, data.node_pos))
if diff(vel_yaw, dir_yaw) < width * 2 then
self._step = data.node_pos
break
end
else
self._step = nil
end
end
end
else
local vel = self.object:get_velocity()
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
end
end
end
function animalia.on_step(self, dtime, moveresult)
mob_core.on_step(self, dtime, moveresult)
mob_core.vitals(self)
if mobkit.timer(self, 1) then
if self.breeding_cooldown > 0 then
self.breeding_cooldown = self.breeding_cooldown - 1
end
mobkit.remember(self, "breeding_cooldown", self.breeding_cooldown)
end
if mobkit.timer(self, 4)
and #self.target_blacklist > 0 then
table.remove(self.target_blacklist, 1)
end
if self.caught_with_lasso then
if self.lasso_player
and mobkit.is_alive(self) then
local player = self.lasso_player
local pos = mobkit.get_stand_pos(self)
pos.y = pos.y + (self.height * 0.5)
local ppos = player:get_pos()
ppos.y = ppos.y + 1
if not self.lasso_visual
or not self.lasso_visual:get_luaentity() then
self.lasso_visual = lasso_effect(self, ppos)
else
self.lasso_visual:get_luaentity().anchor_pos = ppos
end
local dist = vector.distance(pos, ppos)
local dist = vector.distance(pos, ppos)
if dist_2d(pos, ppos) > 6
or abs(ppos.y - pos.y) > 8 then
local p_target = vector.add(pos, vector.multiply(vector.direction(pos, ppos), dist * 0.8))
local g = -0.18
local v = vector.new(0, 0, 0)
v.x = (1.0 + (0.005 * dist)) * (p_target.x - pos.x) / dist
v.y = -((1.0 + (0.03 * dist)) * ((ppos.y - 4) - pos.y) / (dist * (g * dist)))
v.z = (1.0 + (0.005 * dist)) * (p_target.z - pos.z) / dist
self.object:add_velocity(v)
end
if player:get_wielded_item():get_name() ~= "animalia:lasso"
or vector.distance(pos, ppos) > 20 then
self.caught_with_lasso = nil
self.lasso_player = nil
if self.lasso_visual then
self.lasso_visual:remove()
self.lasso_visual = nil
end
end
elseif self.lasso_pos
and mobkit.is_alive(self) then
mobkit.remember(self, "lasso_pos", self.lasso_pos)
local pos = mobkit.get_stand_pos(self)
pos.y = pos.y + (self.height * 0.5)
local ppos = self.lasso_pos
if not self.lasso_visual
or not self.lasso_visual:get_luaentity() then
self.lasso_visual = lasso_effect(self, ppos)
else
self.lasso_visual:get_luaentity().anchor_pos = ppos
end
local dist = vector.distance(pos, ppos)
if dist_2d(pos, ppos) > 6
or abs(ppos.y - pos.y) > 8 then
local p_target = vector.add(pos, vector.multiply(vector.direction(pos, ppos), dist * 0.8))
local g = -0.18
local v = vector.new(0, 0, 0)
v.x = (1.0 + (0.005 * dist)) * (p_target.x - pos.x) / dist
v.y = -((1.0 + (0.03 * dist)) * ((ppos.y - 4) - pos.y) / (dist * (g * dist)))
v.z = (1.0 + (0.005 * dist)) * (p_target.z - pos.z) / dist
self.object:add_velocity(v)
end
local objects = minetest.get_objects_inside_radius(ppos, 1)
local is_lasso_attached = false
for _, object in ipairs(objects) do
if object
and object:get_luaentity()
and object:get_luaentity().name == "animalia:lasso_fence_ent" then
is_lasso_attached = true
end
end
if not is_lasso_attached then
self.caught_with_lasso = nil
self.lasso_pos = nil
if self.lasso_visual then
self.lasso_visual:remove()
self.lasso_visual = nil
end
end
else
if self.lasso_pos then
local objects = minetest.get_objects_inside_radius(self.lasso_pos, 0.4)
for _, object in ipairs(objects) do
if object
and object:get_luaentity()
and object:get_luaentity().name == "animalia:lasso_fence_ent" then
minetest.add_item(object:get_pos(), "animalia:lasso")
object:remove()
end
end
end
self.caught_with_lasso = nil
self.lasso_pos = nil
if self.lasso_visual then
self.lasso_visual:remove()
self.lasso_visual = nil
end
end
end
if mobkit.is_alive(self) then
do_step(self, moveresult)
end
end
-------------
-- Physics --
-------------
function animalia.lightweight_physics(self)
local vel = self.object:get_velocity()
if self.isonground and not self.isinliquid then
self.object:set_velocity({x= vel.x> 0.2 and vel.x*mobkit.friction or 0,
y=vel.y,
z=vel.z > 0.2 and vel.z*mobkit.friction or 0})
end
if self.springiness and self.springiness > 0 then
local vnew = vector.new(vel)
if not self.collided then
for _,k in ipairs({'y','z','x'}) do
if vel[k]==0 and abs(self.lastvelocity[k])> 0.1 then
vnew[k]=-self.lastvelocity[k]*self.springiness
end
end
end
if not vector.equals(vel,vnew) then
self.collided = true
else
if self.collided then
vnew = vector.new(self.lastvelocity)
end
self.collided = false
end
self.object:set_velocity(vnew)
end
local surface = nil
local surfnodename = nil
local spos = mobkit.get_stand_pos(self)
spos.y = spos.y+0.01
local snodepos = mobkit.get_node_pos(spos)
local surfnode = mobkit.nodeatpos(spos)
while surfnode and surfnode.drawtype == 'liquid' do
surfnodename = surfnode.name
surface = snodepos.y+0.5
if surface > spos.y+self.height then break end
snodepos.y = snodepos.y+1
surfnode = mobkit.nodeatpos(snodepos)
end
self.isinliquid = surfnodename
if surface then
local submergence = min(surface-spos.y,self.height)/self.height
local buoyacc = mobkit.gravity*(self.buoyancy-submergence)
mobkit.set_acceleration(self.object,
{x=-vel.x*self.water_drag,y=buoyacc-vel.y*abs(vel.y)*0.4,z=-vel.z*self.water_drag})
else
self.object:set_acceleration({x=0,y=-2.8,z=0})
end
end
------------------
-- HQ Functions --
------------------
function animalia.hq_eat(self, prty)
local func = function(self)
local pos = mobkit.get_stand_pos(self)
local under = vector.new(pos.x, pos.y - 1, pos.z)
for _, node in ipairs(self.consumable_nodes) do
if node.name == minetest.get_node(under).name then
minetest.set_node(under, {name = node.replacement})
local def = minetest.registered_nodes[node.name]
local texture = def.tiles[1]
texture = texture .. "^[resize:8x8"
minetest.add_particlespawner({
amount = 6,
time = 0.1,
minpos = vector.new(
pos.x - 0.5,
pos.y + 0.1,
pos.z - 0.5
),
maxpos = vector.new(
pos.x + 0.5,
pos.y + 0.1,
pos.z + 0.5
),
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,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = texture,
})
self.gotten = false
mobkit.remember(self, "gotten", self.gotten)
return true
else
return true
end
end
end
mobkit.queue_high(self, func, prty)
end
-- Wandering --
function animalia.hq_go_to_land(self, prty)
local init = false
local tpos = nil
local func = function(self)
if self.liquid_recovery_cooldown > 0 then
self.liquid_recovery_cooldown = self.liquid_recovery_cooldown - 1
return true
end
if not init then
for i = 1, 359, 15 do
local yaw = math.rad(i)
local dir = minetest.yaw_to_dir(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 = mobkit.get_stand_pos(self)
local yaw = self.object:get_yaw()
local tyaw = minetest.dir_to_yaw(vec_dir(pos, tpos))
if abs(tyaw - yaw) > 0.1 then
mobkit.turn2yaw(self, tyaw)
else
mobkit.go_forward_horizontal(self, self.max_speed * 0.66)
mobkit.animate(self, "walk")
end
if dist_2d(pos, tpos) < 1
or (not self.isinliquid
and self.isonground) then
return true
end
else
self.liquid_recovery_cooldown = 5
return true
end
end
mobkit.queue_high(self, func, prty)
end
function animalia.hq_wander_ranged(self, prty)
local idle_time = 3
local move_probability = 3
local func = function(self)
if mobkit.is_queue_empty_low(self) then
local pos = self.object:get_pos()
local random_goal = vector.new(
pos.x + random(-1, 1),
pos.y,
pos.z + random(-1, 1)
)
local node = minetest.get_node(random_goal)
if minetest.registered_nodes[node.name].drawtype == "liquid"
or minetest.registered_nodes[node.name].walkable then
random_goal = nil
end
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
random_goal = self.lasso_pos
end
if random(move_probability) < 2
and random_goal then
local _, pos2 = mobkit.get_next_waypoint(self, random_goal)
if pos2 then
random_goal = pos2
end
mob_core.lq_dumbwalk(self, random_goal, 0.5)
else
animalia.lq_idle(self, idle_time)
end
end
end
mobkit.queue_high(self, func, prty)
end
function animalia.hq_wander_group(self, prty, group_range)
local idle_time = 3
local move_probability = 3
local group_tick = 0
local func = function(self)
if mobkit.is_queue_empty_low(self) then
group_tick = group_tick - 1
local pos = self.object:get_pos()
local group_positions = {}
local random_goal = vector.new(
pos.x + random(-1, 1),
pos.y,
pos.z + random(-1, 1)
)
if group_tick <= 0
and self.group
and #self.group > 0 then
for _, obj in ipairs(self.group) do
if obj
and mobkit.is_alive(obj)
and #group_positions < 4 then
table.insert(group_positions, obj:get_pos())
end
end
if #group_positions > 2 then
group_range = group_range + #group_positions
local center = get_average_pos(group_positions)
if center
and ((vec_dist(random_goal, center) > group_range)
or vec_dist(pos, center) > group_range) then
random_goal = pos_to_neighbor(self, center)
end
end
group_tick = 3
end
local node = minetest.get_node(random_goal)
if minetest.registered_nodes[node.name].drawtype == "liquid"
or minetest.registered_nodes[node.name].walkable then
random_goal = nil
end
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
random_goal = self.lasso_pos
end
if random(move_probability) < 2
and random_goal then
local _, pos2 = mobkit.get_next_waypoint(self, random_goal)
if pos2 then
random_goal = pos2
end
mob_core.lq_dumbwalk(self, random_goal, 0.5)
else
animalia.lq_idle(self, idle_time)
end
end
end
mobkit.queue_high(self, func, prty)
end
-- Breeding --
function animalia.hq_breed(self, prty)
local mate = animalia.get_nearby_mate(self, self.name)
if not mate then return end
local func = function(self)
if not mobkit.is_alive(mate) then
return true
end
local pos = mobkit.get_stand_pos(self)
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - math.abs(hitbox(self)[4])
local speed_factor = clamp(dist, 0.1, 0.65)
if dist < 1.75 then
self.breeding_time = self.breeding_time + 1
end
if self.breeding_time >= 2
or mate:get_luaentity().breeding_time >= 2 then
if self.gender == "female" then
mob_core.spawn_child(pos, self.name)
end
self.breeding = false
self.breeding_time = 0
self.breeding_cooldown = 300
mobkit.remember(self, "breeding", self.breeding)
mobkit.remember(self, "breeding_time", self.breeding_time)
mobkit.remember(self, "breeding_cooldown", self.breeding_cooldown)
return true
end
if mobkit.is_queue_empty_low(self) then
animalia.go_to_pos(self, tpos, speed_factor)
end
end
mobkit.queue_high(self, func, prty)
end
function animalia.hq_fowl_breed(self, prty)
local mate = animalia.get_nearby_mate(self, self.name)
if not mate then return end
local speed_factor = 0.5
local func = function(self)
if mobkit.is_queue_empty_low(self) then
local pos = mobkit.get_stand_pos(self)
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - math.abs(hitbox(self)[4])
if dist > 1.5 then
speed_factor = 0.5
else
speed_factor = 0.1
end
mob_core.goto_next_waypoint(self, tpos, speed_factor)
if dist < 1.75 then
self.breeding_time = self.breeding_time + 1
end
if self.breeding_time >= 2
or mate:get_luaentity().breeding_time >= 2 then
if self.gender == "female" then
minetest.add_particlespawner({
amount = 6,
time = 0.25,
minpos = {x = pos.x - 7/16, y = pos.y - 5/16, z = pos.z - 7/16},
maxpos = {x = pos.x + 7/16, y = pos.y - 5/16, z = pos.z + 7/16},
minvel = vector.new(-1, 2, -1),
maxvel = vector.new(1, 5, 1),
minacc = vector.new(0, -9.81, 0),
maxacc = vector.new(0, -9.81, 0),
collisiondetection = true,
texture = "animalia_egg_fragment.png",
})
mob_core.spawn_child(pos, self.name)
end
self.breeding = false
self.breeding_time = 0
self.breeding_cooldown = 300
mobkit.remember(self, "breeding", self.breeding)
mobkit.remember(self, "breeding_time", self.breeding_time)
mobkit.remember(self, "breeding_cooldown", self.breeding_cooldown)
return true
end
end
end
mobkit.queue_high(self, func, prty)
end
-- Player Interaction --
function animalia.hq_sporadic_flee(self, prty)
local timer = 12
local func = function(self)
if mobkit.is_queue_empty_low(self) then
local pos = self.object:get_pos()
local random_goal = vector.new(
pos.x + random(-6, 6),
pos.y,
pos.z + random(-6, 6)
)
local node = minetest.get_node({x = random_goal.x, y = random_goal.y + 1, z = random_goal.z})
if minetest.registered_nodes[node.name].drawtype == "liquid" then
random_goal = nil
end
if random_goal then
local anim = "walk"
if self.animation["run"] then
anim = "run"
end
animalia.go_to_pos_lite(self, random_goal, 1)
else
animalia.lq_idle(self, 0.1)
end
end
timer = timer - self.dtime
if timer <= 0 then
animalia.lq_idle(self, 0.1, "stand")
return true
end
end
mobkit.queue_high(self, func, prty)
end
function animalia.hq_attack(self, prty, target)
local func = function(self)
if not mobkit.is_alive(target) then
return true
end
mob_core.punch_timer(self)
local pos = mobkit.get_stand_pos(self)
local tpos = target:get_pos()
if not is_on_ground(target) then
table.insert(self.target_blacklist, target)
return true
end
local can_punch = is_within_reach(self, target)
if mobkit.is_queue_empty_low(self) then
animalia.go_to_pos(self, tpos, 1, "run")
end
if self.punch_timer <= 0
and can_punch then
target:punch(self.object, 1.0, {
full_punch_interval = 0.1,
damage_groups = {fleshy = self.damage}
}, nil)
mob_core.knockback(self, target)
mob_core.punch_timer(self, self.punch_cooldown or 1)
return true
end
end
mobkit.queue_high(self, func, prty)
end
function animalia.hq_follow_player(self, prty, player, force) -- Follow Player
if not player then return end
if not force
and not mob_core.follow_holding(self, player) then return end
local func = function(self)
if not mobkit.is_alive(player) then
return true
end
local pos = mobkit.get_stand_pos(self)
local tpos = player:get_pos()
if mob_core.follow_holding(self, player)
or force then
self.status = mobkit.remember(self, "status", "following")
local dist = vec_dist(pos, tpos)
local yaw = self.object:get_yaw()
local tyaw = minetest.dir_to_yaw(vector.direction(pos, tpos))
if dist > self.view_range then
self.status = mobkit.remember(self, "status", "")
return true
end
if mobkit.is_queue_empty_low(self) then
if vec_dist(pos, tpos) > hitbox(self)[4] + 2 then
animalia.go_to_pos(self, tpos, 0.6)
else
mobkit.lq_idle(self, 0.1, "stand")
end
end
elseif mobkit.is_queue_empty_low(self) then
self.status = mobkit.remember(self, "status", "")
mobkit.lq_idle(self, 0.1, "stand")
return true
end
end
mobkit.queue_high(self, func, prty)
end
-------------------------------
-- Mob Specific HQ Functions --
-------------------------------
-- Cat --
function animalia.hq_find_and_break_glass(self, prty)
local timer = 6
local moving = false
local pos2 = nil
mobkit.clear_queue_low(self)
local func = function(self)
local pos = mobkit.get_stand_pos(self)
if not pos2 then
local nodes = minetest.find_nodes_in_area(
vector.subtract(pos, 8),
vector.add(pos, 8),
{"vessels:glass_bottle", "vessels:drinking_glass"}
)
if #nodes > 0 then
pos2 = nodes[1]
end
end
if not pos2 then return true end
timer = timer - self.dtime
if mobkit.is_queue_empty_low(self) then
if dist_2d(pos, pos2) > 0.5 then
animalia.go_to_pos(self, pos2, 0.35)
end
end
if dist_2d(pos, pos2) <= 0.5 then
mobkit.lq_idle(self, 0.7, "smack")
minetest.remove_node(pos2)
minetest.add_item(pos2, "vessels:glass_fragments")
if minetest.get_node(pos2).name == "air" then
return true
end
end
if timer < 0 then return true end
end
mobkit.queue_high(self, func, prty)
end
function animalia.hq_walk_in_front_of_player(self, prty, player)
if not player then return end
local can_reach = false
local path_data = nil
local timer = 8
local func = function(self)
if not mobkit.is_alive(player) then
return true
end
local pos = mobkit.get_stand_pos(self)
local tpos = player:get_pos()
local dir = player:get_look_dir()
tpos.x = tpos.x + dir.x
tpos.z = tpos.z + dir.z
self.status = mobkit.remember(self, "status", "following")
local dist = vec_dist(pos, tpos)
local yaw = self.object:get_yaw()
local tyaw = minetest.dir_to_yaw(vector.direction(pos, tpos))
if dist > self.view_range then
self.status = mobkit.remember(self, "status", "")
return true
end
if mobkit.is_queue_empty_low(self) then
if vec_dist(pos, tpos) > hitbox(self)[4] + 0.5 then
if not can_reach then
can_reach, path_data = animalia.can_reach(self, tpos)
else
animalia.lq_dumb_follow_path(self, path_data, 1, "run")
end
else
can_reach = false
path_data = nil
mobkit.lq_idle(self, 0.1, "stand")
end
else
can_reach = false
path_data = nil
end
timer = timer - self.dtime
if timer < 0 then return true end
end
mobkit.queue_high(self, func, prty)
end
-- Horse --
function animalia.hq_mount_logic(self, prty)
local tvel = 0
local rearing = false
local jumping = false
local anim = "stand"
local func = function(self)
if not self.driver then return true end
-- if horse is rearing, stop moving
if rearing then
if mobkit.timer(self, 1.5) then
rearing = false
end
return
end
-- Controls
local vel = self.object:get_velocity()
local ctrl = self.driver:get_player_control()
if ctrl.up then
tvel = self.speed
if ctrl.aux1 then
tvel = self.speed * 2
end
elseif tvel < 0.25 or tvel == 0 then
tvel = 0
self.object:set_velocity({
x = 0,
y = vel.y,
z = 0
})
anim = "stand"
end
if self.isonground then
if ctrl.jump then
jumping = true
vel.y = self.jump_power + 4.405
else
jumping = false
end
end
-- Physics and Animation
if not ctrl.up
and self.isonground then
tvel = tvel * 0.75
elseif not self.isonground then
if self.isinliquid then
tvel = tvel * 0.4
vel.y = vel.y * 0.4
else
if jumping then
tvel = tvel * 0.4
else
tvel = tvel * 0.6
end
end
end
if tvel > 0 then
if jumping then
anim = "rear_constant"
else
if ctrl.aux1 then
anim = "run"
else
anim = "walk"
end
end
end
if random(1024) < 2 then
tvel = 0
anim = "rear"
rearing = true
end
mobkit.animate(self, anim)
local tyaw = self.driver:get_look_horizontal() or 0
self._tyaw = tyaw
self.object:set_yaw(tyaw)
local nvel = vector.multiply(minetest.yaw_to_dir(self.object:get_yaw()), tvel)
self.object:set_velocity({
x = nvel.x,
y = vel.y,
z = nvel.z
})
if ctrl.sneak then
mob_core.detach(self.driver, {x = 1, y = 0, z = 1})
return true
end
end
mobkit.queue_high(self, func, prty)
end
function animalia.hq_horse_breed(self, prty)
local mate = animalia.get_nearby_mate(self, self.name)
if not mate then return end
local speed_factor = 0.5
local func = function(self)
if mobkit.is_queue_empty_low(self) then
local pos = mobkit.get_stand_pos(self)
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - math.abs(hitbox(self)[4])
if dist > 1.5 then
speed_factor = 0.5
else
speed_factor = 0.1
end
mob_core.goto_next_waypoint(self, tpos, speed_factor)
if dist < 1.75 then
self.breeding_time = self.breeding_time + 1
end
if self.breeding_time >= 2
or mate:get_luaentity().breeding_time >= 2 then
if self.gender == "female" then
local obj = mob_core.spawn_child(pos, self.name)
local ent = obj:get_luaentity()
local tex_no = self.texture_no
if random(2) < 2 then
tex_no = mate:get_luaentity().texture_no
end
mobkit.remember(ent, "texture_no", self.texture_no)
mobkit.remember(ent, "speed", random(mate:get_luaentity().speed, self.speed))
mobkit.remember(ent, "jump_power", random(mate:get_luaentity().jump_power, self.jump_power))
mobkit.remember(ent, "max_hp", random(mate:get_luaentity().max_hp, self.max_hp))
ent.speed = mobkit.recall(ent, "speed")
ent.jump_power = mobkit.recall(ent, "jump_power")
ent.max_hp = mobkit.recall(ent, "max_hp")
ent.object:set_properties({
texture = ent.textures[ent.texture_no] .. "^" .. mobkit.recall(ent, "pattern")
})
end
self.breeding = false
self.breeding_time = 0
self.breeding_cooldown = 300
mobkit.remember(self, "breeding", self.breeding)
mobkit.remember(self, "breeding_time", self.breeding_time)
mobkit.remember(self, "breeding_cooldown", self.breeding_cooldown)
return true
end
end
end
mobkit.queue_high(self, func, prty)
end
-----------------------
-- Dynamic Animation --
-----------------------
local function clamp_bone_rot(n) -- Fixes issues with bones jittering when yaw clamps
if n < -180 then
n = n + 360
elseif n > 180 then
n = n - 360
end
if n < -60 then
n = -60
elseif n > 60 then
n = 60
end
return n
end
local function interp(a, b, w) -- Smoothens bone movement
local pi = math.pi
if math.abs(a - b) > math.deg(pi) then
if a < b then
return ((a + (b - a) * w) + (math.deg(pi) * 2))
elseif a > b then
return ((a + (b - a) * w) - (math.deg(pi) * 2))
end
end
return a + (b - a) * w
end
local function move_head(self, tyaw, pitch)
local data = self.head_data
local _, rot = self.object:get_bone_position(data.bone or "Head.CTRL")
local yaw = self.object:get_yaw()
local look_yaw = clamp_bone_rot(math.deg(yaw - tyaw))
local look_pitch = 0
if pitch then
look_pitch = clamp_bone_rot(math.deg(pitch))
end
if tyaw ~= yaw then
look_yaw = look_yaw * 0.66
end
local yaw = interp(rot.z, look_yaw, 0.1)
local ptch = interp(rot.x, look_pitch + data.pitch_correction, 0.1)
self.object:set_bone_position(data.bone or "Head.CTRL", data.offset, {x = ptch, y = yaw, z = yaw})
end
function animalia.head_tracking(self)
if not self.head_data then return end
local yaw = self.object:get_yaw()
local pos = mobkit.get_stand_pos(self)
local v = vector.add(pos, vector.multiply(yaw2dir(yaw), self.head_data.pivot_h))
pos.x = v.x
pos.y = pos.y + self.head_data.pivot_v
pos.z = v.z
--[[minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.1,
size = 8,
collisiondetection = false,
vertical = false,
texture = "mob_core_green_particle.png",
playername = "singleplayer"
})]]
if not self.head_tracking then
local objects = minetest.get_objects_inside_radius(pos, 6)
for _, object in ipairs(objects) do
if object:is_player() then
local dir_2_plyr = vector.direction(pos, object:get_pos())
local yaw_2_plyr = dir2yaw(dir_2_plyr)
if abs(yaw - yaw_2_plyr) < 1
or abs(yaw - yaw_2_plyr) > 5.3 then
self.head_tracking = object
end
break
end
end
if self._anim == "stand" then
move_head(self, yaw)
else
move_head(self, self._tyaw)
end
else
if not mobkit.exists(self.head_tracking) then
self.head_tracking = nil
return
end
local ppos = self.head_tracking:get_pos()
ppos.y = ppos.y + 1.4
local dir = vector.direction(pos, ppos)
local tyaw = minetest.dir_to_yaw(dir)
if abs(yaw - tyaw) > 1
and abs(yaw - tyaw) < 5.3 then
self.head_tracking = nil
dir.y = 0
return
end
move_head(self, tyaw, dir.y)
end
end