mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-03-14 20:01:23 +00:00
556 lines
14 KiB
Lua
556 lines
14 KiB
Lua
--------------
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-- Creatura --
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--------------
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creatura.api = {}
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-- Math --
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local abs = math.abs
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local floor = math.floor
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local random = math.random
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local function clamp(val, min_n, max_n)
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if val < min_n then
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val = min_n
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elseif max_n < val then
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val = max_n
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end
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return val
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end
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local vec_dist = vector.distance
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local function vec_raise(v, n)
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if not v then return end
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return {x = v.x, y = v.y + n, z = v.z}
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end
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---------------
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-- Local API --
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---------------
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local function contains_val(tbl, val)
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for _, v in pairs(tbl) do
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if v == val then return true end
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end
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return false
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end
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----------------------------
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-- Registration Functions --
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----------------------------
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creatura.registered_movement_methods = {}
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function creatura.register_movement_method(name, func)
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creatura.registered_movement_methods[name] = func
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end
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creatura.registered_utilities = {}
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function creatura.register_utility(name, func)
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creatura.registered_utilities[name] = func
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end
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---------------
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-- Utilities --
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---------------
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function creatura.is_valid(mob)
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if not mob then return false end
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if type(mob) == "table" then mob = mob.object end
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if type(mob) == "userdata" then
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if mob:is_player() then
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if mob:get_look_horizontal() then return mob end
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else
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if mob:get_yaw() then return mob end
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end
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end
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return false
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end
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function creatura.is_alive(mob)
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if not creatura.is_valid(mob) then
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return false
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end
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if type(mob) == "table" then
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return (mob.hp or mob.health or 0) > 0
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end
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if mob:is_player() then
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return mob:get_hp() > 0
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else
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local ent = mob:get_luaentity()
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return ent and (ent.hp or ent.health or 0) > 0
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end
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end
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------------------------
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-- Environment access --
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------------------------
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local default_node_def = {walkable = true} -- both ignore and unknown nodes are walkable
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function creatura.get_node_height_from_def(name)
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local def = minetest.registered_nodes[name] or default_node_def
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if not def then return 0.5 end
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if def.walkable then
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if def.drawtype == "nodebox" then
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if def.node_box
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and def.node_box.type == "fixed" then
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if type(def.node_box.fixed[1]) == "number" then
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return 0.5 + def.node_box.fixed[5]
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elseif type(def.node_box.fixed[1]) == "table" then
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return 0.5 + def.node_box.fixed[1][5]
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else
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return 1
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end
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else
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return 1
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end
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else
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return 1
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end
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else
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return 1
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end
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end
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local get_node = minetest.get_node
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function creatura.get_node_def(node) -- Node can be name or pos
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if type(node) == "table" then
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node = get_node(node).name
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end
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local def = minetest.registered_nodes[node] or default_node_def
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if def.walkable
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and creatura.get_node_height_from_def(node) < 0.26 then
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def.walkable = false -- workaround for nodes like snow
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end
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return def
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end
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local get_node_def = creatura.get_node_def
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function creatura.get_ground_level(pos, range)
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range = range or 2
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local above = vector.round(pos)
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local under = {x = above.x, y = above.y - 1, z = above.z}
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if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
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if get_node_def(above).walkable then
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for _ = 1, range do
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under = above
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above = {x = above.x, y = above.y + 1, z = above.z}
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if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
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end
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end
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if not get_node_def(under).walkable then
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for _ = 1, range do
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above = under
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under = {x = under.x, y = under.y - 1, z = under.z}
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if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
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end
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end
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return above
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end
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function creatura.is_pos_moveable(pos, width, height)
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local edge1 = {
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x = pos.x - (width + 0.2),
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y = pos.y,
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z = pos.z - (width + 0.2),
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}
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local edge2 = {
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x = pos.x + (width + 0.2),
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y = pos.y,
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z = pos.z + (width + 0.2),
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}
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local base_p = {x = pos.x, y = pos.y, z = pos.z}
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local top_p = {x = pos.x, y = pos.y + height, z = pos.z}
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for z = edge1.z, edge2.z do
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for x = edge1.x, edge2.x do
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base_p.x, base_p.z = pos.x + x, pos.z + z
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top_p.x, top_p.z = pos.x + x, pos.z + z
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local ray = minetest.raycast(base_p, top_p, false, false)
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for pointed_thing in ray do
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if pointed_thing.type == "node" then
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local name = get_node(pointed_thing.under).name
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if creatura.get_node_def(name).walkable then
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return false
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end
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end
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end
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end
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end
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return true
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end
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local function is_blocked_thin(pos, height)
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local node
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local pos2 = {
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x = floor(pos.x + 0.5),
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y = floor(pos.y + 0.5) - 1,
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z = floor(pos.z + 0.5)
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}
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for _ = 1, height do
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pos2.y = pos2.y + 1
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node = minetest.get_node_or_nil(pos2)
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if not node
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or get_node_def(node.name).walkable then
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return true
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end
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end
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return false
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end
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function creatura.is_blocked(pos, width, height)
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if width <= 0.5 then
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return is_blocked_thin(pos, height)
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end
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local p1 = {
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x = pos.x - (width + 0.2),
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y = pos.y,
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z = pos.z - (width + 0.2),
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}
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local p2 = {
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x = pos.x + (width + 0.2),
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y = pos.y + (height + 0.2),
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z = pos.z + (width + 0.2),
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}
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local node
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local pos2 = {}
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for z = p1.z, p2.z do
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pos2.z = z
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for y = p1.y, p2.y do
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pos2.y = y
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for x = p1.x, p2.x do
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pos2.x = x
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node = minetest.get_node_or_nil(pos2)
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if not node
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or get_node_def(node.name).walkable then
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return true
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end
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end
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end
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end
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return false
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end
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function creatura.fast_ray_sight(pos1, pos2, water)
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local ray = minetest.raycast(pos1, pos2, false, water or false)
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local pointed_thing = ray:next()
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while pointed_thing do
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if pointed_thing.type == "node"
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and creatura.get_node_def(pointed_thing.under).walkable then
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return false, vec_dist(pos1, pointed_thing.intersection_point), pointed_thing.ref, pointed_thing.intersection_point
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end
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pointed_thing = ray:next()
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end
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return true, vec_dist(pos1, pos2), false, pos2
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end
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local fast_ray_sight = creatura.fast_ray_sight
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function creatura.sensor_floor(self, range, water)
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local pos = self.object:get_pos()
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local pos2 = vec_raise(pos, -range)
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local _, dist, node = fast_ray_sight(pos, pos2, water or false)
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return dist, node
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end
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function creatura.sensor_ceil(self, range, water)
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local pos = vec_raise(self.object:get_pos(), self.height)
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local pos2 = vec_raise(pos, range)
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local _, dist, node = fast_ray_sight(pos, pos2, water or false)
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return dist, node
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end
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function creatura.get_nearby_player(self, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local stored = self._nearby_obj or {}
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local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
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for _, object in ipairs(objects) do
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if object:is_player()
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and creatura.is_alive(object) then
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return object
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end
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end
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end
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function creatura.get_nearby_players(self, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local stored = self._nearby_obj or {}
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local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
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local nearby = {}
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for _, object in ipairs(objects) do
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if object:is_player()
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and creatura.is_alive(object) then
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table.insert(nearby, object)
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end
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end
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return nearby
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end
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function creatura.get_nearby_object(self, name, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local stored = self._nearby_obj or {}
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local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
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for _, object in ipairs(objects) do
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local ent = creatura.is_alive(object) and object:get_luaentity()
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if ent
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and object ~= self.object
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and not ent._ignore
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and ((type(name) == "table" and contains_val(name, ent.name))
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or ent.name == name) then
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return object
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end
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end
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end
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function creatura.get_nearby_objects(self, name, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local stored = self._nearby_obj or {}
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local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
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local nearby = {}
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for _, object in ipairs(objects) do
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local ent = creatura.is_alive(object) and object:get_luaentity()
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if ent
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and object ~= self.object
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and not ent._ignore
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and ((type(name) == "table" and contains_val(name, ent.name))
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or ent.name == name) then
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table.insert(nearby, object)
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end
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end
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return nearby
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end
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creatura.get_nearby_entity = creatura.get_nearby_object
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creatura.get_nearby_entities = creatura.get_nearby_objects
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--------------------
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-- Global Mob API --
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--------------------
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function creatura.default_water_physics(self)
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local pos = self.stand_pos
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local stand_node = self.stand_node
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if not pos or not stand_node then return end
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local gravity = self._movement_data.gravity or -9.8
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local submergence = self.liquid_submergence or 0.25
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local drag = self.liquid_drag or 0.7
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if minetest.get_item_group(stand_node.name, "liquid") > 0 then -- In Liquid
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local vel = self.object:get_velocity()
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if not vel then return end
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self.in_liquid = stand_node.name
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if submergence < 1 then
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local mob_level = pos.y + (self.height * submergence)
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-- Find Water Surface
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local nodes = minetest.find_nodes_in_area_under_air(
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{x = pos.x, y = pos.y, z = pos.z},
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{x = pos.x, y = pos.y + 3, z = pos.z},
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"group:liquid"
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) or {}
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local surface_level = (#nodes > 0 and nodes[#nodes].y or pos.y + self.height + 3)
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surface_level = floor(surface_level + 0.9)
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local height_diff = mob_level - surface_level
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-- Apply Bouyancy
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if height_diff <= 0 then
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local displacement = clamp(abs(height_diff) / submergence, 0.5, 1) * self.width
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self.object:set_acceleration({x = 0, y = displacement, z = 0})
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else
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self.object:set_acceleration({x = 0, y = gravity, z = 0})
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end
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end
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-- Apply Drag
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self.object:set_velocity({
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x = vel.x * (1 - self.dtime * drag),
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y = vel.y * (1 - self.dtime * drag),
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z = vel.z * (1 - self.dtime * drag)
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})
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else
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self.in_liquid = nil
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self.object:set_acceleration({x = 0, y = gravity, z = 0})
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end
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end
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function creatura.default_vitals(self)
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local pos = self.stand_pos
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local node = self.stand_node
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if not pos or node then return end
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local max_fall = self.max_fall or 3
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local in_liquid = self.in_liquid
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local on_ground = self.touching_ground
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local damage = 0
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-- Fall Damage
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if max_fall > 0
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and not in_liquid then
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local fall_start = self._fall_start or (not on_ground and pos.y)
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if fall_start
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and on_ground then
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damage = floor(fall_start - pos.y)
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if damage < max_fall then
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damage = 0
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else
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local resist = self.fall_resistance or 0
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damage = damage - damage * resist
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end
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fall_start = nil
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end
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self._fall_start = fall_start
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end
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-- Environment Damage
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if self:timer(1) then
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local stand_def = creatura.get_node_def(node.name)
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local max_breath = self.max_breath or 0
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-- Suffocation
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if max_breath > 0 then
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local head_pos = {x = pos.x, y = pos.y + self.height, z = pos.z}
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local head_def = creatura.get_node_def(head_pos)
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if head_def.groups
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and (minetest.get_item_group(head_def.name, "water") > 0
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or (head_def.walkable
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and head_def.groups.disable_suffocation ~= 1
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and head_def.drawtype == "normal")) then
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local breath = self._breath
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if breath <= 0 then
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damage = damage + 1
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else
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self._breath = breath - 1
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self:memorize("_breath", breath)
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end
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end
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end
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-- Burning
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local fire_resist = self.fire_resistance or 0
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if fire_resist < 1
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and minetest.get_item_group(stand_def.name, "igniter") > 0
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and stand_def.damage_per_second then
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damage = (damage or 0) + stand_def.damage_per_second * fire_resist
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end
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end
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-- Apply Damage
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if damage > 0 then
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self:hurt(damage)
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self:indicate_damage()
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if random(4) < 2 then
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self:play_sound("hurt")
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end
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end
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-- Entity Cramming
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if self:timer(5) then
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local objects = minetest.get_objects_inside_radius(pos, 0.2)
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if #objects > 10 then
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self:indicate_damage()
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self.hp = self:memorize("hp", -1)
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self:death_func()
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end
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end
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end
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function creatura.drop_items(self)
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if not self.drops then return end
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local pos = self.object:get_pos()
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if not pos then return end
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local drop_def, item_name, min_items, max_items, chance, amount, drop_pos
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for i = 1, #self.drops do
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drop_def = self.drops[i]
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item_name = drop_def.name
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if not item_name then return end
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chance = drop_def.chance or 1
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if random(chance) < 2 then
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min_items = drop_def.min or 1
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max_items = drop_def.max or 2
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amount = random(min_items, max_items)
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drop_pos = {
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x = pos.x + random(-5, 5) * 0.1,
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y = pos.y,
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z = pos.z + random(-5, 5) * 0.1
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}
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local item = minetest.add_item(drop_pos, ItemStack(item_name .. " " .. amount))
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if item then
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item:add_velocity({
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x = random(-2, 2),
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y = 1.5,
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z = random(-2, 2)
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})
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end
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end
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end
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end
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function creatura.basic_punch_func(self, puncher, tflp, tool_caps, dir)
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if not puncher then return end
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local tool
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local tool_name = ""
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local add_wear = false
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if puncher:is_player() then
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tool = puncher:get_wielded_item()
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tool_name = tool:get_name()
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add_wear = not minetest.is_creative_enabled(puncher:get_player_name())
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end
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if (self.immune_to
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and contains_val(self.immune_to, tool_name)) then
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return
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end
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local damage = 0
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local armor_grps = self.object:get_armor_groups() or self.armor_groups or {}
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for group, val in pairs(tool_caps.damage_groups or {}) do
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local dmg_x = tflp / (tool_caps.full_punch_interval or 1.4)
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damage = damage + val * clamp(dmg_x, 0, 1) * ((armor_grps[group] or 0) / 100.0)
|
|
end
|
|
if damage > 0 then
|
|
local dist = vec_dist(self.object:get_pos(), puncher:get_pos())
|
|
dir.y = 0.2
|
|
if self.touching_ground then
|
|
local power = clamp((damage / dist) * 8, 0, 8)
|
|
self:apply_knockback(dir, power)
|
|
end
|
|
self:hurt(damage)
|
|
end
|
|
if add_wear then
|
|
local wear = floor((tool_caps.full_punch_interval / 75) * 9000)
|
|
tool:add_wear(wear)
|
|
puncher:set_wielded_item(tool)
|
|
end
|
|
if random(2) < 2 then
|
|
self:play_sound("hurt")
|
|
end
|
|
if (tflp or 0) > 0.5 then
|
|
self:play_sound("hit")
|
|
end
|
|
self:indicate_damage()
|
|
end
|
|
|
|
local path = minetest.get_modpath("creatura")
|
|
|
|
dofile(path.."/mob_meta.lua")
|