From 3e628e50874c975d460db0bdd4c46b0af2ef7aa7 Mon Sep 17 00:00:00 2001 From: Migdyn Date: Mon, 21 Nov 2022 19:01:11 -0500 Subject: [PATCH] quick commit --- mods/mobs_redo/.luacheckrc | 26 + mods/mobs_redo/api.lua | 4883 +++++++++++++++++ mods/mobs_redo/api.txt | 901 +++ mods/mobs_redo/crafts.lua | 379 ++ mods/mobs_redo/depends.txt | 11 + mods/mobs_redo/description.txt | 1 + mods/mobs_redo/init.lua | 25 + mods/mobs_redo/license.txt | 21 + mods/mobs_redo/locale/de_DE.po | 131 + mods/mobs_redo/locale/es.po | 128 + mods/mobs_redo/locale/fr.po | 136 + mods/mobs_redo/locale/it.po | 131 + mods/mobs_redo/locale/mobs.de.tr | 34 + mods/mobs_redo/locale/mobs.en.tr | 34 + mods/mobs_redo/locale/mobs.es.tr | 34 + mods/mobs_redo/locale/mobs.fr.tr | 34 + mods/mobs_redo/locale/mobs.it.tr | 34 + mods/mobs_redo/locale/mobs.ms.tr | 34 + mods/mobs_redo/locale/mobs.pt.tr | 34 + mods/mobs_redo/locale/mobs.ru.tr | 34 + mods/mobs_redo/locale/mobs.tr.tr | 34 + mods/mobs_redo/locale/mobs.zh_CN.tr | 34 + mods/mobs_redo/locale/mobs.zh_TW.tr | 34 + mods/mobs_redo/locale/ms.po | 131 + mods/mobs_redo/locale/pt.po | 133 + mods/mobs_redo/locale/ru.po | 129 + mods/mobs_redo/locale/template.pot | 136 + mods/mobs_redo/locale/tr.po | 133 + mods/mobs_redo/locale/zh_CN.po | 130 + mods/mobs_redo/locale/zh_TW.po | 130 + mods/mobs_redo/lucky_block.lua | 18 + mods/mobs_redo/mod.conf | 4 + mods/mobs_redo/mount.lua | 514 ++ mods/mobs_redo/readme.MD | 93 + mods/mobs_redo/settingtypes.txt | 44 + mods/mobs_redo/sounds/default_punch.ogg | Bin 0 -> 5946 bytes mods/mobs_redo/sounds/license.txt | 7 + mods/mobs_redo/sounds/mobs_spell.ogg | Bin 0 -> 15205 bytes mods/mobs_redo/sounds/mobs_swing.ogg | Bin 0 -> 6895 bytes mods/mobs_redo/spawner.lua | 192 + mods/mobs_redo/textures/mob_spawner.png | Bin 0 -> 108 bytes mods/mobs_redo/textures/mobs_blood.png | Bin 0 -> 1768 bytes mods/mobs_redo/textures/mobs_blood1.png | Bin 0 -> 702 bytes mods/mobs_redo/textures/mobs_chicken_egg.png | Bin 0 -> 235 bytes .../textures/mobs_chicken_egg_overlay.png | Bin 0 -> 191 bytes mods/mobs_redo/textures/mobs_leather.png | Bin 0 -> 196 bytes mods/mobs_redo/textures/mobs_magic_lasso.png | Bin 0 -> 176 bytes mods/mobs_redo/textures/mobs_meat.png | Bin 0 -> 411 bytes mods/mobs_redo/textures/mobs_meat_bottom.png | Bin 0 -> 253 bytes mods/mobs_redo/textures/mobs_meat_raw.png | Bin 0 -> 426 bytes mods/mobs_redo/textures/mobs_meat_side.png | Bin 0 -> 271 bytes mods/mobs_redo/textures/mobs_meat_top.png | Bin 0 -> 287 bytes mods/mobs_redo/textures/mobs_nametag.png | Bin 0 -> 247 bytes mods/mobs_redo/textures/mobs_net.png | Bin 0 -> 195 bytes .../textures/mobs_noentry_particle.png | Bin 0 -> 165 bytes .../textures/mobs_protect_particle.png | Bin 0 -> 117 bytes mods/mobs_redo/textures/mobs_protector.png | Bin 0 -> 164 bytes mods/mobs_redo/textures/mobs_protector2.png | Bin 0 -> 164 bytes mods/mobs_redo/textures/mobs_saddle.png | Bin 0 -> 166 bytes mods/mobs_redo/textures/mobs_shears.png | Bin 0 -> 224 bytes mods/mobs_redo/textures/tnt_smoke.png | Bin 0 -> 202 bytes mods/poop/init.lua | 7 + mods/poop/map.mts | Bin 0 -> 4605 bytes mods/poop/textures/robocop.png | Bin 1108 -> 0 bytes mods/robocops/init.lua | 47 + mods/robocops/mod.conf | 2 + mods/robocops/textures/robocop.png | Bin 0 -> 560 bytes 67 files changed, 8997 insertions(+) create mode 100644 mods/mobs_redo/.luacheckrc create mode 100644 mods/mobs_redo/api.lua create mode 100644 mods/mobs_redo/api.txt create mode 100644 mods/mobs_redo/crafts.lua create mode 100644 mods/mobs_redo/depends.txt create mode 100644 mods/mobs_redo/description.txt create mode 100644 mods/mobs_redo/init.lua create mode 100644 mods/mobs_redo/license.txt create mode 100644 mods/mobs_redo/locale/de_DE.po create mode 100644 mods/mobs_redo/locale/es.po create mode 100644 mods/mobs_redo/locale/fr.po create mode 100644 mods/mobs_redo/locale/it.po create mode 100644 mods/mobs_redo/locale/mobs.de.tr create mode 100644 mods/mobs_redo/locale/mobs.en.tr create mode 100644 mods/mobs_redo/locale/mobs.es.tr create mode 100644 mods/mobs_redo/locale/mobs.fr.tr create mode 100644 mods/mobs_redo/locale/mobs.it.tr create mode 100644 mods/mobs_redo/locale/mobs.ms.tr create mode 100644 mods/mobs_redo/locale/mobs.pt.tr create mode 100644 mods/mobs_redo/locale/mobs.ru.tr create mode 100644 mods/mobs_redo/locale/mobs.tr.tr create mode 100644 mods/mobs_redo/locale/mobs.zh_CN.tr create mode 100644 mods/mobs_redo/locale/mobs.zh_TW.tr create mode 100644 mods/mobs_redo/locale/ms.po create mode 100644 mods/mobs_redo/locale/pt.po create mode 100644 mods/mobs_redo/locale/ru.po create mode 100644 mods/mobs_redo/locale/template.pot create mode 100644 mods/mobs_redo/locale/tr.po create mode 100644 mods/mobs_redo/locale/zh_CN.po create mode 100644 mods/mobs_redo/locale/zh_TW.po create mode 100644 mods/mobs_redo/lucky_block.lua create mode 100644 mods/mobs_redo/mod.conf create mode 100644 mods/mobs_redo/mount.lua create mode 100644 mods/mobs_redo/readme.MD create mode 100644 mods/mobs_redo/settingtypes.txt create mode 100644 mods/mobs_redo/sounds/default_punch.ogg create mode 100644 mods/mobs_redo/sounds/license.txt create mode 100644 mods/mobs_redo/sounds/mobs_spell.ogg create mode 100644 mods/mobs_redo/sounds/mobs_swing.ogg create mode 100644 mods/mobs_redo/spawner.lua create mode 100644 mods/mobs_redo/textures/mob_spawner.png create mode 100644 mods/mobs_redo/textures/mobs_blood.png create mode 100644 mods/mobs_redo/textures/mobs_blood1.png create mode 100644 mods/mobs_redo/textures/mobs_chicken_egg.png create mode 100644 mods/mobs_redo/textures/mobs_chicken_egg_overlay.png create mode 100644 mods/mobs_redo/textures/mobs_leather.png create mode 100644 mods/mobs_redo/textures/mobs_magic_lasso.png create mode 100644 mods/mobs_redo/textures/mobs_meat.png create mode 100644 mods/mobs_redo/textures/mobs_meat_bottom.png create mode 100644 mods/mobs_redo/textures/mobs_meat_raw.png create mode 100644 mods/mobs_redo/textures/mobs_meat_side.png create mode 100644 mods/mobs_redo/textures/mobs_meat_top.png create mode 100644 mods/mobs_redo/textures/mobs_nametag.png create mode 100644 mods/mobs_redo/textures/mobs_net.png create mode 100644 mods/mobs_redo/textures/mobs_noentry_particle.png create mode 100644 mods/mobs_redo/textures/mobs_protect_particle.png create mode 100644 mods/mobs_redo/textures/mobs_protector.png create mode 100644 mods/mobs_redo/textures/mobs_protector2.png create mode 100644 mods/mobs_redo/textures/mobs_saddle.png create mode 100644 mods/mobs_redo/textures/mobs_shears.png create mode 100644 mods/mobs_redo/textures/tnt_smoke.png create mode 100644 mods/poop/map.mts delete mode 100644 mods/poop/textures/robocop.png create mode 100644 mods/robocops/init.lua create mode 100644 mods/robocops/mod.conf create mode 100644 mods/robocops/textures/robocop.png diff --git a/mods/mobs_redo/.luacheckrc b/mods/mobs_redo/.luacheckrc new file mode 100644 index 0000000..22f803f --- /dev/null +++ b/mods/mobs_redo/.luacheckrc @@ -0,0 +1,26 @@ +unused_args = false + +read_globals = { + "minetest", + "lucky_block", + "intllib", + "vector", + "table", + "invisibility", + "cmi", + "toolranks", + "pathfinder", + "tnt", + "ItemStack" +} + +globals = { + "mobs", + "player_api", + "default" +} + +ignore = { + "431", -- Shadowing an upvalue + "432", -- Shadowing an upvalue argument +} diff --git a/mods/mobs_redo/api.lua b/mods/mobs_redo/api.lua new file mode 100644 index 0000000..6ff43be --- /dev/null +++ b/mods/mobs_redo/api.lua @@ -0,0 +1,4883 @@ +-- Check for translation method +local S +if minetest.get_translator ~= nil then + S = minetest.get_translator("mobs") -- 5.x translation function +else + if minetest.get_modpath("intllib") then + dofile(minetest.get_modpath("intllib") .. "/init.lua") + if intllib.make_gettext_pair then + S = intllib.make_gettext_pair() -- new gettext method + else + S = intllib.Getter() -- old text file method + end + else -- boilerplate function + S = function(str, ...) + local args = {...} + return str:gsub("@%d+", function(match) + return args[tonumber(match:sub(2))] + end) + end + end +end + +-- CMI support check +local use_cmi = minetest.global_exists("cmi") + +mobs = { + mod = "redo", + version = "20221115", + intllib = S, + invis = minetest.global_exists("invisibility") and invisibility or {} +} + +-- localize common functions +local pi = math.pi +local square = math.sqrt +local sin = math.sin +local cos = math.cos +local abs = math.abs +local min = math.min +local max = math.max +local random = math.random +local floor = math.floor +local ceil = math.ceil +local rad = math.rad +local deg = math.deg +local atann = math.atan +local atan = function(x) + if not x or x ~= x then + return 0 -- NaN + else + return atann(x) + end +end +local table_copy = table.copy +local table_remove = table.remove +local vdirection = vector.direction +local vmultiply = vector.multiply +local vsubtract = vector.subtract +local settings = minetest.settings + +-- creative check +local creative_cache = minetest.settings:get_bool("creative_mode") +function mobs.is_creative(name) + return creative_cache or minetest.check_player_privs(name, + {creative = true}) +end + +-- Load settings +local damage_enabled = settings:get_bool("enable_damage") +local mobs_spawn = settings:get_bool("mobs_spawn") ~= false +local peaceful_only = settings:get_bool("only_peaceful_mobs") +local disable_blood = settings:get_bool("mobs_disable_blood") +local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false +local mobs_griefing = settings:get_bool("mobs_griefing") ~= false +local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false +local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false +local remove_far = settings:get_bool("remove_far_mobs") ~= false +local mob_area_spawn = settings:get_bool("mob_area_spawn") +local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0 +local max_per_block = tonumber(settings:get("max_objects_per_block") or 99) +local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12) +local active_limit = tonumber(settings:get("mob_active_limit") or 0) +local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1) +local peaceful_player_enabled = settings:get_bool("enable_peaceful_player") +local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false +local active_mobs = 0 + +-- Peaceful mode message so players will know there are no monsters +if peaceful_only then + minetest.register_on_joinplayer(function(player) + minetest.chat_send_player(player:get_player_name(), + S("** Peaceful Mode Active - No Monsters Will Spawn")) + end) +end + +-- calculate aoc range for mob count +local aoc_range = tonumber(settings:get("active_block_range")) * 16 + +-- pathfinding settings +local enable_pathfinding = true +local stuck_timeout = 3 -- how long before stuck mod starts searching +local stuck_path_timeout = 5 -- how long will mob follow path before giving up + +-- default nodes +--local node_fire = "fire:basic_flame" +--local node_permanent_flame = "fire:permanent_flame" +local node_ice = "default:ice" +local node_snowblock = "default:snowblock" +local node_snow = "default:snow" + +mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" + +mobs.mob_class = { + stepheight = 1.1, + fly_in = "air", + owner = "", + order = "", + jump_height = 4, + lifetimer = 180, -- 3 minutes + physical = true, + collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, + visual_size = {x = 1, y = 1}, + texture_mods = "", + makes_footstep_sound = false, + view_range = 5, + walk_velocity = 1, + run_velocity = 2, + light_damage = 0, + light_damage_min = 14, + light_damage_max = 15, + water_damage = 0, + lava_damage = 4, + fire_damage = 4, + air_damage = 0, + suffocation = 2, + fall_damage = 1, + fall_speed = -10, -- must be lower than -2 (default: -10) + drops = {}, + armor = 100, + sounds = {}, + jump = true, + knock_back = true, + walk_chance = 50, + stand_chance = 30, + attack_chance = 5, + passive = false, + blood_amount = 10, + blood_texture = {"mobs_blood1.png", "mobs_blood.png"}, + shoot_offset = 0, + floats = 1, -- floats in water by default + replace_offset = 0, + timer = 0, + env_damage_timer = 0, -- only used when state = "attack" + tamed = false, + pause_timer = 0, + horny = false, + hornytimer = 0, + child = false, + gotten = false, + health = 0, + reach = 3, + htimer = 0, + docile_by_day = false, + time_of_day = 0.5, + fear_height = 0, + runaway_timer = 0, + immune_to = {}, + explosion_timer = 3, + allow_fuse_reset = true, + stop_to_explode = true, + dogshoot_count = 0, + dogshoot_count_max = 5, + dogshoot_count2_max = 5, + group_attack = false, + attack_monsters = false, + attack_animals = false, + attack_players = true, + attack_npcs = true, + facing_fence = false, + _breed_countdown = nil, + _cmi_is_mob = true +} + +local mob_class = mobs.mob_class -- Compatibility +local mob_class_meta = {__index = mob_class} + + +-- play sound +function mob_class:mob_sound(sound) + + if sound then + + -- higher pitch for a child + local pitch = self.child and 1.5 or 1.0 + + -- a little random pitch to be different + pitch = pitch + random(-10, 10) * 0.005 + + minetest.sound_play(sound, { + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance, + pitch = pitch + }, true) + end +end + + +-- attack player/mob +function mob_class:do_attack(player) + + if self.state == "attack" then + return + end + + self.attack = player + self.state = "attack" + + if random(100) < 90 then + self:mob_sound(self.sounds.war_cry) + end +end + + +-- calculate distance +local get_distance = function(a, b) + + if not a or not b then return 50 end -- nil check + + local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z + + return square(x * x + y * y + z * z) +end + + +-- collision function based on jordan4ibanez' open_ai mod +function mob_class:collision() + + local pos = self.object:get_pos() + local x, z = 0, 0 + local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 + + for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do + + if object:is_player() then + + local pos2 = object:get_pos() + local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} + + x = x + vec.x + z = z + vec.z + end + end + + return({x, z}) +end + + +-- check if string exists in another string or table +local check_for = function(look_for, look_inside) + + if type(look_inside) == "string" and look_inside == look_for then + + return true + + elseif type(look_inside) == "table" then + + for _, str in pairs(look_inside) do + + if str == look_for then + return true + end + + if str and str:find("group:") then + + local group = str:split(":")[2] or "" + + if minetest.get_item_group(look_for, group) ~= 0 then + return true + end + end + end + end + + return false +end + + +-- move mob in facing direction +function mob_class:set_velocity(v) + + -- halt mob if it has been ordered to stay + if self.order == "stand" then + + local vel = self.object:get_velocity() or {y = 0} + + self.object:set_velocity({x = 0, y = vel.y, z = 0}) + + return + end + + local c_x, c_y = 0, 0 + + -- can mob be pushed, if so calculate direction + if self.pushable then + c_x, c_y = unpack(self:collision()) + end + + local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0) + + -- nil check for velocity + v = v or 0.01 + + -- check if standing in liquid with max viscosity of 7 + local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + + -- only slow mob trying to move while inside a viscous fluid that + -- they aren't meant to be in (fish in water, spiders in cobweb etc) + if v > 0 and visc and visc > 0 + and not check_for(self.standing_in, self.fly_in) then + v = v / (visc + 1) + end + + -- set velocity + local vel = self.object:get_velocity() or 0 + + local new_vel = { + x = (sin(yaw) * -v) + c_x, + y = vel.y, + z = (cos(yaw) * v) + c_y} + + self.object:set_velocity(new_vel) +end + +-- global version of above function +function mobs:set_velocity(entity, v) + mob_class.set_velocity(entity, v) +end + + +-- calculate mob velocity +function mob_class:get_velocity() + + local v = self.object:get_velocity() + + if not v then return 0 end + + return (v.x * v.x + v.z * v.z) ^ 0.5 +end + + +-- set and return valid yaw +function mob_class:set_yaw(yaw, delay) + + if not yaw or yaw ~= yaw then + yaw = 0 + end + + -- clamp our yaw to a 360 range + if deg(self.object:get_yaw()) > 360 then + + yaw = rad(10) ; delay = 0 + + elseif deg(self.object:get_yaw()) < 0 then + + yaw = rad(350) ; delay = 0 + end + + delay = mob_smooth_rotate and (delay or 0) or 0 + + if delay == 0 then + + self.object:set_yaw(yaw) + + return yaw + end + + self.target_yaw = yaw + self.delay = delay + + return self.target_yaw +end + +-- global function to set mob yaw +function mobs:yaw(entity, yaw, delay) + mob_class.set_yaw(entity, yaw, delay) +end + + +-- set defined animation +function mob_class:set_animation(anim, force) + + if not self.animation or not anim then return end + + self.animation.current = self.animation.current or "" + + -- only use different animation for attacks when using same set + if force ~= true and anim ~= "punch" and anim ~= "shoot" + and string.find(self.animation.current, anim) then + return + end + + local num = 0 + + -- check for more than one animation (max 4) + for n = 1, 4 do + + if self.animation[anim .. n .. "_start"] + and self.animation[anim .. n .. "_end"] then + num = n + end + end + + -- choose random animation from set + if num > 0 then + num = random(0, num) + anim = anim .. (num ~= 0 and num or "") + end + + if anim == self.animation.current + or not self.animation[anim .. "_start"] + or not self.animation[anim .. "_end"] then + return + end + + self.animation.current = anim + + self.object:set_animation({ + x = self.animation[anim .. "_start"], + y = self.animation[anim .. "_end"]}, + self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, + 0, self.animation[anim .. "_loop"] ~= false) +end + +function mobs:set_animation(entity, anim) + entity.set_animation(entity, anim) +end + + +-- check line of sight (BrunoMine) +local line_of_sight = function(self, pos1, pos2, stepsize) + + stepsize = stepsize or 1 + + local s = minetest.line_of_sight(pos1, pos2, stepsize) + + -- normal walking and flying mobs can see you through air + if s == true then + return true + end + + -- New pos1 to be analyzed + local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} + + local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) + + -- Checks the return + if r == true then return true end + + -- Nodename found + local nn = minetest.get_node(pos).name + + -- Target Distance (td) to travel + local td = get_distance(pos1, pos2) + + -- Actual Distance (ad) traveled + local ad = 0 + + -- It continues to advance in the line of sight in search of a real + -- obstruction which counts as 'walkable' nodebox. + while minetest.registered_nodes[nn] + and minetest.registered_nodes[nn].walkable == false do + + -- Check if you can still move forward + if td < ad + stepsize then + return true -- Reached the target + end + + -- Moves the analyzed pos + local d = get_distance(pos1, pos2) + + npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x + npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y + npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z + + -- NaN checks + if d == 0 + or npos1.x ~= npos1.x + or npos1.y ~= npos1.y + or npos1.z ~= npos1.z then + return false + end + + ad = ad + stepsize + + -- scan again + r, pos = minetest.line_of_sight(npos1, pos2, stepsize) + + if r == true then return true end + + -- New Nodename found + nn = minetest.get_node(pos).name + end + + return false +end + + +-- check line of sight using raycasting (thanks Astrobe) +local ray_line_of_sight = function(self, pos1, pos2) + + local ray = minetest.raycast(pos1, pos2, true, false) + local thing = ray:next() + + while thing do -- thing.type, thing.ref + + if thing.type == "node" then + + local name = minetest.get_node(thing.under).name + + if minetest.registered_items[name] + and minetest.registered_items[name].walkable then + return false + end + end + + thing = ray:next() + end + + return true +end + + +function mob_class:line_of_sight(pos1, pos2, stepsize) + + if minetest.raycast then -- only use if minetest 5.0 is detected + return ray_line_of_sight(self, pos1, pos2) + end + + return line_of_sight(self, pos1, pos2, stepsize) +end + +-- global function +function mobs:line_of_sight(entity, pos1, pos2, stepsize) + return entity:line_of_sight(pos1, pos2, stepsize) +end + + +function mob_class:attempt_flight_correction(override) + + if self:flight_check() and override ~= true then return true end + + -- We are not flying in what we are supposed to. + -- See if we can find intended flight medium and return to it + local pos = self.object:get_pos() ; if not pos then return true end + local searchnodes = self.fly_in + + if type(searchnodes) == "string" then + searchnodes = {self.fly_in} + end + + local flyable_nodes = minetest.find_nodes_in_area( + {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, + {x = pos.x + 1, y = pos.y + 0, z = pos.z + 1}, searchnodes) + -- pos.y + 0 hopefully fixes floating swimmers + + if #flyable_nodes < 1 then + return false + end + + local escape_target = flyable_nodes[random(#flyable_nodes)] + local escape_direction = vdirection(pos, escape_target) + + self.object:set_velocity(vmultiply(escape_direction, 1)) + + return true +end + + +-- are we flying in what we are suppose to? (taikedz) +function mob_class:flight_check() + + local def = minetest.registered_nodes[self.standing_in] + + if not def then return false end + + -- are we standing inside what we should be to fly/swim ? + if check_for(self.standing_in, self.fly_in) then + return true + end + + -- stops mobs getting stuck inside stairs and plantlike nodes + if def.drawtype ~= "airlike" + and def.drawtype ~= "liquid" + and def.drawtype ~= "flowingliquid" then + return true + end + + return false +end + + +-- turn mob to face position +local yaw_to_pos = function(self, target, rot) + + rot = rot or 0 + + local pos = self.object:get_pos() + local vec = {x = target.x - pos.x, z = target.z - pos.z} + local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate + + if target.x > pos.x then + yaw = yaw + pi + end + + yaw = self:set_yaw(yaw, rot) + + return yaw +end + +function mobs:yaw_to_pos(self, target, rot) + return yaw_to_pos(self, target, rot) +end + + +-- if stay near set then periodically check for nodes and turn towards them +function mob_class:do_stay_near() + + if not self.stay_near then return false end + + local pos = self.object:get_pos() + local searchnodes = self.stay_near[1] + local chance = self.stay_near[2] or 10 + + if not pos or random(chance) > 1 then + return false + end + + if type(searchnodes) == "string" then + searchnodes = {self.stay_near[1]} + end + + local r = self.view_range + local nearby_nodes = minetest.find_nodes_in_area( + {x = pos.x - r, y = pos.y - 1, z = pos.z - r}, + {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes) + + if #nearby_nodes < 1 then + return false + end + + yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) + + self:set_animation("walk") + + self:set_velocity(self.walk_velocity) + + return true +end + + +-- custom particle effects +local effect = function(pos, amount, texture, min_size, max_size, + radius, gravity, glow, fall) + + radius = radius or 2 + min_size = min_size or 0.5 + max_size = max_size or 1 + gravity = gravity or -10 + glow = glow or 0 + + if fall == true then + fall = 0 + elseif fall == false then + fall = radius + else + fall = -radius + end + + minetest.add_particlespawner({ + amount = amount, + time = 0.25, + minpos = pos, + maxpos = pos, + minvel = {x = -radius, y = fall, z = -radius}, + maxvel = {x = radius, y = radius, z = radius}, + minacc = {x = 0, y = gravity, z = 0}, + maxacc = {x = 0, y = gravity, z = 0}, + minexptime = 0.1, + maxexptime = 1, + minsize = min_size, + maxsize = max_size, + texture = texture, + glow = glow + }) +end + +function mobs:effect(pos, amount, texture, min_size, max_size, + radius, gravity, glow, fall) + + effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) +end + + +-- Thanks Wuzzy for the following editable settings + +local HORNY_TIME = 30 +local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes +local CHILD_GROW_TIME = 60 * 20 -- 20 minutes + + +-- update nametag and infotext +function mob_class:update_tag() + + local col = "#00FF00" + local qua = self.hp_max / 4 + + if self.health <= floor(qua * 3) then + col = "#FFFF00" + end + + if self.health <= floor(qua * 2) then + col = "#FF6600" + end + + if self.health <= floor(qua) then + col = "#FF0000" + end + + local text = "" + + if self.horny == true then + + text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME)) + + elseif self.child == true then + + text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME) + + elseif self._breed_countdown then + + text = "\nBreeding: " .. self._breed_countdown + + end + + if self.protected then + if self.protected == 2 then + text = text .. "\nProtection: Level 2" + else + text = text .. "\nProtection: Level 1" + end + end + + self.infotext = "Health: " .. self.health .. " / " .. self.hp_max + .. (self.owner == "" and "" or "\nOwner: " .. self.owner) + .. text + + -- set changes + self.object:set_properties({ + nametag = self.nametag, + nametag_color = col, + infotext = self.infotext + }) +end + + +-- drop items +function mob_class:item_drop() + + -- no drops if disabled by setting or mob is child + if not mobs_drop_items or self.child then return end + + local pos = self.object:get_pos() + + -- check for drops function + self.drops = type(self.drops) == "function" and self.drops(pos) or self.drops + + -- check for nil or no drops + if not self.drops or #self.drops == 0 then + return + end + + -- was mob killed by player? + local death_by_player = self.cause_of_death + and self.cause_of_death.puncher + and self.cause_of_death.puncher:is_player() + + -- check for tool 'looting_level' under tool_capabilities as default, or use + -- meta string 'looting_level' if found (max looting level is 3). + local looting = 0 + + if death_by_player then + + local wield_stack = self.cause_of_death.puncher:get_wielded_item() + local wield_name = wield_stack:get_name() + local wield_stack_meta = wield_stack:get_meta() + local item_def = minetest.registered_items[wield_name] + local item_looting = item_def and item_def.tool_capabilities and + item_def.tool_capabilities.looting_level or 0 + + looting = tonumber(wield_stack_meta:get_string("looting_level")) or item_looting + looting = min(looting, 3) + end + +--print("--- looting level", looting) + + local obj, item, num + + for n = 1, #self.drops do + + if random(self.drops[n].chance) == 1 then + + num = random(self.drops[n].min or 0, self.drops[n].max or 1) + item = self.drops[n].name + + -- cook items on a hot death + if self.cause_of_death.hot then + + local output = minetest.get_craft_result({ + method = "cooking", width = 1, items = {item}}) + + if output and output.item and not output.item:is_empty() then + item = output.item:get_name() + end + end + + -- only drop rare items (drops.min = 0) if killed by player + if death_by_player or self.drops[n].min ~= 0 then + obj = minetest.add_item(pos, ItemStack(item .. " " .. (num + looting))) + end + + if obj and obj:get_luaentity() then + + obj:set_velocity({ + x = random(-10, 10) / 9, + y = 6, + z = random(-10, 10) / 9 + }) + + elseif obj then + obj:remove() -- item does not exist + end + end + end + + self.drops = {} +end + + +-- remove mob and descrease counter +local remove_mob = function(self, decrease) + + self.object:remove() + + if decrease and active_limit > 0 then + + active_mobs = active_mobs - 1 + + if active_mobs < 0 then + active_mobs = 0 + end + end +--print("-- active mobs: " .. active_mobs .. " / " .. active_limit) +end + +-- global function for removing mobs +function mobs:remove(self, decrease) + remove_mob(self, decrease) +end + + +-- check if mob is dead or only hurt +function mob_class:check_for_death(cmi_cause) + + -- We dead already + if self.state == "die" then + return true + end + + -- has health actually changed? + if self.health == self.old_health and self.health > 0 then + return false + end + + local damaged = self.health < self.old_health + + self.old_health = self.health + + -- still got some health? play hurt sound + if self.health > 0 then + + -- only play hurt sound if damaged + if damaged then + self:mob_sound(self.sounds.damage) + end + + -- make sure health isn't higher than max + if self.health > self.hp_max then + self.health = self.hp_max + end + + self:update_tag() + + return false + end + + self.cause_of_death = cmi_cause + + -- drop items + self:item_drop() + + self:mob_sound(self.sounds.death) + + local pos = self.object:get_pos() + + -- execute custom death function + if pos and self.on_die then + + self:on_die(pos) + + if use_cmi then + cmi.notify_die(self.object, cmi_cause) + end + + remove_mob(self, true) + + return true + end + + -- check for custom death function and die animation + if self.animation + and self.animation.die_start + and self.animation.die_end then + + local frames = self.animation.die_end - self.animation.die_start + local speed = self.animation.die_speed or 15 + local length = max((frames / speed), 0) + local rot = self.animation.die_rotate and 5 + + self.attack = nil + self.following = nil + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + self.passive = true + self.state = "die" + self.object:set_properties({ + pointable = false, collide_with_objects = false, + automatic_rotate = rot, static_save = false + }) + self:set_velocity(0) + self:set_animation("die") + + minetest.after(length, function(self) + + if self.object:get_luaentity() then + + if use_cmi then + cmi.notify_die(self.object, cmi_cause) + end + + remove_mob(self, true) + end + end, self) + + return true + + elseif pos then -- otherwise remove mod and show particle effect + + if use_cmi then + cmi.notify_die(self.object, cmi_cause) + end + + remove_mob(self, true) + + effect(pos, 20, "tnt_smoke.png") + end + + return true +end + + +-- get node but use fallback for nil or unknown +local node_ok = function(pos, fallback) + + local node = minetest.get_node_or_nil(pos) + + if node and minetest.registered_nodes[node.name] then + return node + end + + return minetest.registered_nodes[(fallback or mobs.fallback_node)] +end + + +-- Returns true is node can deal damage to self +function mobs:is_node_dangerous(mob_object, nodename) + + if mob_object.water_damage > 0 + and minetest.get_item_group(nodename, "water") ~= 0 then + return true + end + + if mob_object.lava_damage > 0 + and minetest.get_item_group(nodename, "lava") ~= 0 then + return true + end + + if mob_object.fire_damage > 0 + and minetest.get_item_group(nodename, "fire") ~= 0 then + return true + end + + if minetest.registered_nodes[nodename].damage_per_second > 0 then + return true + end + + return false +end + +local function is_node_dangerous(mob_object, nodename) + return mobs:is_node_dangerous(mob_object, nodename) +end + + +-- is mob facing a cliff +function mob_class:is_at_cliff() + + if self.driver or self.fear_height == 0 then -- 0 for no falling protection! + return false + end + + -- get yaw but if nil returned object no longer exists + local yaw = self.object:get_yaw() + + if not yaw then return false end + + local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + local pos = self.object:get_pos() + local ypos = pos.y + self.collisionbox[2] -- just above floor + + local free_fall, blocker = minetest.line_of_sight( + {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, + {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) + + -- check for straight drop + if free_fall then + return true + end + + local bnode = node_ok(blocker, "air") + + -- will we drop onto dangerous node? + if is_node_dangerous(self, bnode.name) then + return true + end + + local def = minetest.registered_nodes[bnode.name] + + return (not def and def.walkable) +end + + +-- environmental damage (water, lava, fire, light etc.) +function mob_class:do_env_damage() + + self:update_tag() + + local pos = self.object:get_pos() ; if not pos then return end + + self.time_of_day = minetest.get_timeofday() + + -- halt mob if standing inside ignore node + if self.standing_in == "ignore" then + + self.object:set_velocity({x = 0, y = 0, z = 0}) + + return true + end + + -- particle appears at random mob height + local py = { + x = pos.x, + y = pos.y + random(self.collisionbox[2], self.collisionbox[5]), + z = pos.z + } + + local nodef = minetest.registered_nodes[self.standing_in] + + -- water + if self.water_damage ~= 0 and nodef.groups.water then + + self.health = self.health - self.water_damage + + effect(py, 5, "bubble.png", nil, nil, 1, nil) + + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + + -- lava damage + elseif self.lava_damage ~= 0 and nodef.groups.lava then + + self.health = self.health - self.lava_damage + + effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) + + if self:check_for_death({type = "environment", pos = pos, + node = self.standing_in, hot = true}) then + return true + end + + -- fire damage + elseif self.fire_damage ~= 0 and nodef.groups.fire then + + self.health = self.health - self.fire_damage + + effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) + + if self:check_for_death({type = "environment", pos = pos, + node = self.standing_in, hot = true}) then + return true + end + + -- damage_per_second node check (not fire and lava) + elseif nodef.damage_per_second ~= 0 + and nodef.groups.lava == nil and nodef.groups.fire == nil then + + self.health = self.health - nodef.damage_per_second + + effect(py, 5, "tnt_smoke.png") + + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + + -- air damage + if self.air_damage ~= 0 and self.standing_in == "air" then + + self.health = self.health - self.air_damage + + effect(py, 3, "bubble.png", 1, 1, 1, 0.2) + + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + + -- is mob light sensative, or scared of the dark :P + if self.light_damage ~= 0 then + + local light = minetest.get_node_light(pos) or 0 + + if light >= self.light_damage_min + and light <= self.light_damage_max then + + self.health = self.health - self.light_damage + + effect(py, 5, "tnt_smoke.png") + + if self:check_for_death({type = "light"}) then + return true + end + end + end + + --- suffocation inside solid node + if (self.suffocation and self.suffocation ~= 0) + and (nodef.walkable == nil or nodef.walkable == true) + and (nodef.collision_box == nil or nodef.collision_box.type == "regular") + and (nodef.node_box == nil or nodef.node_box.type == "regular") + and (nodef.groups.disable_suffocation ~= 1) then + + local damage + + if self.suffocation == true then + damage = 2 + else + damage = (self.suffocation or 2) + end + + self.health = self.health - damage + + if self:check_for_death({type = "suffocation", + pos = pos, node = self.standing_in}) then + return true + end + end + + return self:check_for_death({type = "unknown"}) +end + + +-- jump if facing a solid node (not fences or gates) +function mob_class:do_jump() + + if not self.jump + or self.jump_height == 0 + or self.fly + or self.child + or self.order == "stand" then + return false + end + + self.facing_fence = false + + -- something stopping us while moving? + if self.state ~= "stand" + and self:get_velocity() > 0.5 + and self.object:get_velocity().y ~= 0 then + return false + end + + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + + -- sanity check + if not yaw then return false end + + -- we can only jump if standing on solid node + if minetest.registered_nodes[self.standing_on].walkable == false then + return false + end + + -- where is front + local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + + -- set y_pos to base of mob + pos.y = pos.y + self.collisionbox[2] + + -- what is in front of mob and above? + local nod = node_ok({x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z}) + local nodt = node_ok({x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z}) + local blocked = minetest.registered_nodes[nodt.name].walkable + + -- are we facing a fence or wall + if nod.name:find("fence") or nod.name:find("gate") or nod.name:find("wall") then + self.facing_fence = true + end + +--[[ +print("on: " .. self.standing_on + .. ", front: " .. nod.name + .. ", front above: " .. nodt.name + .. ", blocked: " .. (blocked and "yes" or "no") + .. ", fence: " .. (self.facing_fence and "yes" or "no") +) +]] + + -- if mob can leap then remove blockages and let them try + if self.can_leap == true then + blocked = false + self.facing_fence = false + end + + -- jump if standing on solid node (not snow) and not blocked + if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable) + and not blocked and not self.facing_fence and nod.name ~= node_snow then + + local v = self.object:get_velocity() + + v.y = self.jump_height + + self:set_animation("jump") -- only when defined + + self.object:set_velocity(v) + + -- when in air move forward + minetest.after(0.3, function(self, v) + + if self.object:get_luaentity() then + + self.object:set_acceleration({ + x = v.x * 2, + y = 0, + z = v.z * 2 + }) + end + end, self, v) + + if self:get_velocity() > 0 then + self:mob_sound(self.sounds.jump) + end + + self.jump_count = 0 + + return true + end + + -- if blocked for 3 counts then turn + if not self.following and (self.facing_fence or blocked) then + + self.jump_count = (self.jump_count or 0) + 1 + + if self.jump_count > 2 then + + local yaw = self.object:get_yaw() or 0 + local turn = random(0, 2) + 1.35 + + self:set_yaw(yaw + turn, 12) + + self.jump_count = 0 + end + end + + return false +end + + +-- blast damage to entities nearby (modified from TNT mod) +local entity_physics = function(pos, radius) + + radius = radius * 2 + + local objs = minetest.get_objects_inside_radius(pos, radius) + local obj_pos, dist + + for n = 1, #objs do + + obj_pos = objs[n]:get_pos() + + dist = get_distance(pos, obj_pos) + + if dist < 1 then dist = 1 end + + local damage = floor((4 / dist) * radius) + + -- punches work on entities AND players + objs[n]:punch(objs[n], 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = damage} + }, pos) + end +end + + +-- can mob see player +local is_invisible = function(self, player_name) + + if mobs.invis[player_name] and not self.ignore_invisibility then + return true + end +end + + +-- should mob follow what I'm holding ? +function mob_class:follow_holding(clicker) + + if is_invisible(self, clicker:get_player_name()) then + return false + end + + local item = clicker:get_wielded_item() + + -- are we holding an item mob can follow ? + if check_for(item:get_name(), self.follow) then + return true + end + + return false +end + + +-- find two animals of same type and breed if nearby and horny +function mob_class:breed() + + -- child takes a long time before growing into adult + if self.child == true then + + self.hornytimer = self.hornytimer + 1 + + if self.hornytimer > CHILD_GROW_TIME then + + self.child = false + self.hornytimer = 0 + + self.object:set_properties({ + textures = self.base_texture, + mesh = self.base_mesh, + visual_size = self.base_size, + collisionbox = self.base_colbox, + selectionbox = self.base_selbox + }) + + -- custom function when child grows up + if self.on_grown then + self.on_grown(self) + else + local pos = self.object:get_pos() ; if not pos then return end + local ent = self.object:get_luaentity() + + pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 + + self.object:set_pos(pos) + + -- jump slightly when fully grown so as not to fall into ground + self.object:set_velocity({x = 0, y = 2, z = 0 }) + end + end + + return + end + + -- horny animal can mate for HORNY_TIME seconds, + -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds + if self.horny == true + and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then + + self.hornytimer = self.hornytimer + 1 + + if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then + self.hornytimer = 0 + self.horny = false + end + + self:update_tag() + end + + -- find another same animal who is also horny and mate if nearby + if self.horny == true + and self.hornytimer <= HORNY_TIME then + + local pos = self.object:get_pos() + + effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) + + local objs = minetest.get_objects_inside_radius(pos, 3) + local ent + + for n = 1, #objs do + + ent = objs[n]:get_luaentity() + + -- check for same animal with different colour + local canmate = false + + if ent then + + if ent.name == self.name then + canmate = true + else + local entname = ent.name:split(":") + local selfname = self.name:split(":") + + if entname[1] == selfname[1] then + + entname = entname[2]:split("_") + selfname = selfname[2]:split("_") + + if entname[1] == selfname[1] then + canmate = true + end + end + end + end + + -- found another similar horny animal that isn't self? + if ent and ent.object ~= self.object + and canmate == true + and ent.horny == true + and ent.hornytimer <= HORNY_TIME then + + local pos2 = ent.object:get_pos() + + -- Have mobs face one another + yaw_to_pos(self, pos2) + yaw_to_pos(ent, self.object:get_pos()) + + self.hornytimer = HORNY_TIME + 1 + ent.hornytimer = HORNY_TIME + 1 + + self:update_tag() + + -- have we reached active mob limit + if active_limit > 0 and active_mobs >= active_limit then + minetest.chat_send_player(self.owner, + S("Active Mob Limit Reached!") + .. " (" .. active_mobs + .. " / " .. active_limit .. ")") + return + end + + -- spawn baby + minetest.after(5, function(self, ent) + + if not self.object:get_luaentity() then + return + end + + -- custom breed function + if self.on_breed then + + -- when false skip going any further + if self:on_breed(ent) == false then + return + end + else + effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) + end + + pos.y = pos.y + 0.5 -- spawn child a little higher + + local mob = minetest.add_entity(pos, self.name) + local ent2 = mob:get_luaentity() + local textures = self.base_texture + + -- using specific child texture (if found) + if self.child_texture then + textures = self.child_texture[1] + end + + -- and resize to half height + mob:set_properties({ + textures = textures, + visual_size = { + x = self.base_size.x * .5, + y = self.base_size.y * .5 + }, + collisionbox = { + self.base_colbox[1] * .5, + self.base_colbox[2] * .5, + self.base_colbox[3] * .5, + self.base_colbox[4] * .5, + self.base_colbox[5] * .5, + self.base_colbox[6] * .5 + }, + selectionbox = { + self.base_selbox[1] * .5, + self.base_selbox[2] * .5, + self.base_selbox[3] * .5, + self.base_selbox[4] * .5, + self.base_selbox[5] * .5, + self.base_selbox[6] * .5 + } + }) + -- tamed and owned by parents' owner + ent2.child = true + ent2.tamed = true + ent2.owner = self.owner + end, self, ent) + + break + end + end + end +end + + +-- find and replace what mob is looking for (grass, wheat etc.) +function mob_class:replace(pos) + + local vel = self.object:get_velocity() + if not vel then return end + + if not mobs_griefing + or not self.replace_rate + or not self.replace_what + or self.child == true + or vel.y ~= 0 + or random(self.replace_rate) > 1 then + return + end + + local what, with, y_offset + + if type(self.replace_what[1]) == "table" then + + local num = random(#self.replace_what) + + what = self.replace_what[num][1] or "" + with = self.replace_what[num][2] or "" + y_offset = self.replace_what[num][3] or 0 + else + what = self.replace_what + with = self.replace_with or "" + y_offset = self.replace_offset or 0 + end + + pos.y = pos.y + y_offset + + if #minetest.find_nodes_in_area(pos, pos, what) > 0 then + +-- print("replace node = ".. minetest.get_node(pos).name, pos.y) + + if self.on_replace then + + local oldnode = what or "" + local newnode = with + + -- pass actual node name when using table or groups + if type(oldnode) == "table" + or oldnode:find("group:") then + oldnode = minetest.get_node(pos).name + end + + if self:on_replace(pos, oldnode, newnode) == false then + return + end + end + + minetest.set_node(pos, {name = with}) + end +end + + +-- check if daytime and also if mob is docile during daylight hours +function mob_class:day_docile() + + if self.docile_by_day == false then + return false + elseif self.docile_by_day == true + and self.time_of_day > 0.2 + and self.time_of_day < 0.8 then + return true + end +end + + +local los_switcher = false +local height_switcher = false +local can_dig_drop = function(pos) + + if minetest.is_protected(pos, "") then + return false + end + + local node = node_ok(pos, "air").name + local ndef = minetest.registered_nodes[node] + + if node ~= "ignore" + and ndef + and ndef.drawtype ~= "airlike" + and not ndef.groups.level + and not ndef.groups.unbreakable + and not ndef.groups.liquid then + + local drops = minetest.get_node_drops(node) + + for _, item in ipairs(drops) do + + minetest.add_item({ + x = pos.x - 0.5 + random(), + y = pos.y - 0.5 + random(), + z = pos.z - 0.5 + random() + }, item) + end + + minetest.remove_node(pos) + + return true + end + + return false +end + + +local pathfinder_mod = minetest.get_modpath("pathfinder") + +-- path finding and smart mob routine by rnd, +-- line_of_sight and other edits by Elkien3 +function mob_class:smart_mobs(s, p, dist, dtime) + + local s1 = self.path.lastpos + local target_pos = p + + + -- is it becoming stuck? + if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then + self.path.stuck_timer = self.path.stuck_timer + dtime + else + self.path.stuck_timer = 0 + end + + self.path.lastpos = {x = s.x, y = s.y, z = s.z} + + local use_pathfind = false + local has_lineofsight = minetest.line_of_sight( + {x = s.x, y = (s.y) + .5, z = s.z}, + {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) + + -- im stuck, search for path + if not has_lineofsight then + + if los_switcher == true then + use_pathfind = true + los_switcher = false + end -- cannot see target! + else + if los_switcher == false then + + los_switcher = true + use_pathfind = false + + minetest.after(1, function(self) + + if self.object:get_luaentity() then + + if has_lineofsight then + self.path.following = false + end + end + end, self) + end -- can see target! + end + + if self.path.stuck_timer > stuck_timeout and not self.path.following then + + use_pathfind = true + self.path.stuck_timer = 0 + + minetest.after(1, function(self) + + if self.object:get_luaentity() then + + if has_lineofsight then + self.path.following = false + end + end + end, self) + end + + if self.path.stuck_timer > stuck_path_timeout and self.path.following then + + use_pathfind = true + self.path.stuck_timer = 0 + + minetest.after(1, function(self) + + if self.object:get_luaentity() then + + if has_lineofsight then + self.path.following = false + end + end + end, self) + end + + if abs(vsubtract(s, target_pos).y) > self.stepheight then + + if height_switcher then + use_pathfind = true + height_switcher = false + end + else + if not height_switcher then + use_pathfind = false + height_switcher = true + end + end + + -- lets try find a path, first take care of positions + -- since pathfinder is very sensitive + if use_pathfind then + + -- round position to center of node to avoid stuck in walls + -- also adjust height for player models! + s.x = floor(s.x + 0.5) + s.z = floor(s.z + 0.5) + + local ssight, sground = minetest.line_of_sight(s, { + x = s.x, y = s.y - 4, z = s.z}, 1) + + -- determine node above ground + if not ssight then + s.y = sground.y + 1 + end + + local p1 = self.attack:get_pos() + + p1.x = floor(p1.x + 0.5) + p1.y = floor(p1.y + 0.5) + p1.z = floor(p1.z + 0.5) + + local dropheight = 6 + + if self.fear_height ~= 0 then dropheight = self.fear_height end + + local jumpheight = 0 + + if self.jump and self.jump_height >= 4 then + jumpheight = min(ceil(self.jump_height / 4), 4) + + elseif self.stepheight > 0.5 then + jumpheight = 1 + end + + if pathfinder_mod then + self.path.way = pathfinder.find_path(s, p1, self, dtime) + else + self.path.way = minetest.find_path(s, p1, 16, jumpheight, + dropheight, "Dijkstra") + end +--[[ + -- show path using particles + if self.path.way and #self.path.way > 0 then + + print("-- path length:" .. tonumber(#self.path.way)) + + for _,pos in pairs(self.path.way) do + + minetest.add_particle({ + pos = pos, + velocity = {x=0, y=0, z=0}, + acceleration = {x=0, y=0, z=0}, + expirationtime = 1, + size = 4, + collisiondetection = false, + vertical = false, + texture = "heart.png", + }) + end + end +]] + + self.state = "" + + if self.attack then + self:do_attack(self.attack) + end + + -- no path found, try something else + if not self.path.way then + + self.path.following = false + + -- lets make way by digging/building if not accessible + if self.pathfinding == 2 and mobs_griefing then + + -- is player more than 1 block higher than mob? + if p1.y > (s.y + 1) then + + -- build upwards + if not minetest.is_protected(s, "") then + + local ndef1 = minetest.registered_nodes[self.standing_in] + + if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then + minetest.set_node(s, {name = mobs.fallback_node}) + end + end + + local sheight = ceil(self.collisionbox[5]) + 1 + + -- assume mob is 2 blocks high so it digs above its head + s.y = s.y + sheight + + -- remove one block above to make room to jump + can_dig_drop(s) + + s.y = s.y - sheight + self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) + + -- is player more than 1 block lower than mob + elseif p1.y < (s.y - 1) then + + -- dig down + s.y = s.y - self.collisionbox[4] - 0.2 + + can_dig_drop(s) + + else -- dig 2 blocks to make door toward player direction + + local yaw1 = self.object:get_yaw() + pi / 2 + local p1 = { + x = s.x + cos(yaw1), + y = s.y, + z = s.z + sin(yaw1) + } + + -- dig bottom node first incase of door + can_dig_drop(p1) + + p1.y = p1.y + 1 + + can_dig_drop(p1) + end + end + + -- will try again in 2 second + self.path.stuck_timer = stuck_timeout - 2 + + elseif s.y < p1.y and (not self.fly) then + self:do_jump() --add jump to pathfinding + self.path.following = true + else + -- yay i found path + if self.attack then + self:mob_sound(self.sounds.war_cry) + else + self:mob_sound(self.sounds.random) + end + + self:set_velocity(self.walk_velocity) + + -- follow path now that it has it + self.path.following = true + end + end +end + + +-- peaceful player privilege support +local function is_peaceful_player(player) + + -- main setting enabled + if peaceful_player_enabled then + return true + end + + local player_name = player:get_player_name() + + -- player priv enabled + if player_name + and minetest.check_player_privs(player_name, "peaceful_player") then + return true + end + + return false +end + + +-- general attack function for all mobs +function mob_class:general_attack() + + -- return if already attacking, passive or docile during day + if self.passive + or self.state == "runaway" + or self.state == "attack" + or self:day_docile() then + return + end + + local s = self.object:get_pos() ; if not s then return end + local objs = minetest.get_objects_inside_radius(s, self.view_range) + + -- remove entities we aren't interested in + for n = 1, #objs do + + local ent = objs[n]:get_luaentity() + + -- are we a player? + if objs[n]:is_player() then + + -- if player invisible or mob cannot attack then remove from list + if not damage_enabled + or self.attack_players == false + or (self.owner and self.type ~= "monster") + or is_invisible(self, objs[n]:get_player_name()) + or (self.specific_attack + and not check_for("player", self.specific_attack)) then + objs[n] = nil +--print("- pla", n) + end + + -- or are we a mob? + elseif ent and ent._cmi_is_mob then + + -- remove mobs not to attack + if self.name == ent.name + or (not self.attack_animals and ent.type == "animal") + or (not self.attack_monsters and ent.type == "monster") + or (not self.attack_npcs and ent.type == "npc") + or (self.specific_attack + and not check_for(ent.name, self.specific_attack)) then + objs[n] = nil +--print("- mob", n, self.name, ent.name) + end + + -- remove all other entities + else +--print(" -obj", n) + objs[n] = nil + end + end + + local p, sp, dist, min_player + local min_dist = self.view_range + 1 + + -- go through remaining entities and select closest + for _,player in pairs(objs) do + + p = player:get_pos() + sp = s + + dist = get_distance(p, s) + + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 + + -- choose closest player to attack that isnt self + if dist ~= 0 + and dist < min_dist + and self:line_of_sight(sp, p, 2) == true + and not is_peaceful_player(player) then + min_dist = dist + min_player = player + end + end + + -- attack closest player or mob + if min_player and random(100) > self.attack_chance then + self:do_attack(min_player) + end +end + + +-- find someone to runaway from +function mob_class:do_runaway_from() + + if not self.runaway_from then + return + end + + local s = self.object:get_pos() ; if not s then return end + local p, sp, dist, pname + local player, obj, min_player, name + local min_dist = self.view_range + 1 + local objs = minetest.get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + if objs[n]:is_player() then + + pname = objs[n]:get_player_name() + + if is_invisible(self, pname) + or self.owner == pname then + + name = "" + else + player = objs[n] + name = "player" + end + else + obj = objs[n]:get_luaentity() + + if obj then + player = obj.object + name = obj.name or "" + end + end + + -- find specific mob to runaway from + if name ~= "" and name ~= self.name + and (self.runaway_from and check_for(name, self.runaway_from)) then + + sp = s + p = player and player:get_pos() or s + + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 + + dist = get_distance(p, s) + + -- choose closest player/mob to runaway from + if dist < min_dist + and self:line_of_sight(sp, p, 2) == true then + min_dist = dist + min_player = player + end + end + end + + if min_player then + + yaw_to_pos(self, min_player:get_pos(), 3) + + self.state = "runaway" + self.runaway_timer = 3 + self.following = nil + end +end + + +-- follow player if owner or holding item, if fish outta water then flop +function mob_class:follow_flop() + + -- find player to follow + if (self.follow ~= "" or self.order == "follow") + and not self.following + and self.state ~= "attack" + and self.state ~= "runaway" then + + local s = self.object:get_pos() ; if not s then return end + local players = minetest.get_connected_players() + + for n = 1, #players do + + if players[n] + and not is_invisible(self, players[n]:get_player_name()) + and get_distance(players[n]:get_pos(), s) < self.view_range then + + self.following = players[n] + + break + end + end + end + + if self.type == "npc" + and self.order == "follow" + and self.state ~= "attack" + and self.owner ~= "" then + + -- npc stop following player if not owner + if self.following + and self.owner + and self.owner ~= self.following:get_player_name() then + self.following = nil + end + else + -- stop following player if not holding specific item or mob is horny + if self.following + and self.following:is_player() + and (self:follow_holding(self.following) == false + or self.horny) then + self.following = nil + end + + end + + -- follow that thing + if self.following then + + local s = self.object:get_pos() + local p + + if self.following:is_player() then + + p = self.following:get_pos() + + elseif self.following.object then + + p = self.following.object:get_pos() + end + + if p then + + local dist = get_distance(p, s) + + -- dont follow if out of range + if dist > self.view_range then + self.following = nil + else + yaw_to_pos(self, p) + + -- anyone but standing npc's can move along + if dist >= self.reach + and self.order ~= "stand" then + + self:set_velocity(self.walk_velocity) + self.follow_stop = nil + + if self.walk_chance ~= 0 then + self:set_animation("walk") + end + else + self:set_velocity(0) + self:set_animation("stand") + self.follow_stop = true + end + + return + end + end + end + + -- swimmers flop when out of their element, and swim again when back in + if self.fly then + + if not self:attempt_flight_correction() then + + self.state = "flop" + + -- do we have a custom on_flop function? + if self.on_flop then + + if self:on_flop(self) then + return + end + end + + self.object:set_velocity({x = 0, y = -5, z = 0}) + + self:set_animation("stand") + + return + + elseif self.state == "flop" then + self.state = "stand" + end + end +end + + +-- dogshoot attack switch and counter function +function mob_class:dogswitch(dtime) + + -- switch mode not activated + if not self.dogshoot_switch + or not dtime then + return 0 + end + + self.dogshoot_count = self.dogshoot_count + dtime + + if (self.dogshoot_switch == 1 + and self.dogshoot_count > self.dogshoot_count_max) + or (self.dogshoot_switch == 2 + and self.dogshoot_count > self.dogshoot_count2_max) then + + self.dogshoot_count = 0 + + if self.dogshoot_switch == 1 then + self.dogshoot_switch = 2 + else + self.dogshoot_switch = 1 + end + end + + return self.dogshoot_switch +end + + +-- execute current state (stand, walk, run, attacks) +function mob_class:do_states(dtime) + + local yaw = self.object:get_yaw() ; if not yaw then return end + + if self.state == "stand" and not self.follow_stop then + + if self.randomly_turn and random(4) == 1 then + + local lp + local s = self.object:get_pos() + local objs = minetest.get_objects_inside_radius(s, 3) + + for n = 1, #objs do + + if objs[n]:is_player() then + lp = objs[n]:get_pos() + break + end + end + + -- look at any players nearby, otherwise turn randomly + if lp then + yaw = yaw_to_pos(self, lp) + else + yaw = yaw + random(-0.5, 0.5) + end + + self:set_yaw(yaw, 8) + end + + self:set_velocity(0) + self:set_animation("stand") + + -- mobs ordered to stand stay standing + if self.order ~= "stand" + and self.walk_chance ~= 0 + and self.facing_fence ~= true + and random(100) <= self.walk_chance + and self.at_cliff == false then + + self:set_velocity(self.walk_velocity) + self.state = "walk" + self:set_animation("walk") + end + + elseif self.state == "walk" then + + local s = self.object:get_pos() + local lp + + -- is there something I need to avoid? + if self.water_damage > 0 + and self.lava_damage > 0 then + + lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"}) + + elseif self.water_damage > 0 then + + lp = minetest.find_node_near(s, 1, {"group:water"}) + + elseif self.lava_damage > 0 then + + lp = minetest.find_node_near(s, 1, {"group:igniter"}) + end + + if lp then + + -- if mob in dangerous node then look for land + if not is_node_dangerous(self, self.standing_in) then + + lp = minetest.find_nodes_in_area_under_air( + {s.x - 5, s.y - 1, s.z - 5}, + {s.x + 5, s.y + 2, s.z + 5}, + {"group:soil", "group:stone", "group:sand", + node_ice, node_snowblock}) + + -- select position of random block to climb onto + lp = #lp > 0 and lp[random(#lp)] + + -- did we find land? + if lp then + + yaw = yaw_to_pos(self, lp) + + self:do_jump() + self:set_velocity(self.walk_velocity) + else + yaw = yaw + random(-0.5, 0.5) + end + end + + self:set_yaw(yaw, 8) + + -- otherwise randomly turn + elseif self.randomly_turn and random(100) <= 30 then + + yaw = yaw + random(-0.5, 0.5) + + self:set_yaw(yaw, 8) + + -- for flying/swimming mobs randomly move up and down also + if self.fly_in + and not self.following then + self:attempt_flight_correction(true) + end + end + + -- stand for great fall in front + if self.facing_fence == true + or self.at_cliff + or random(100) <= self.stand_chance then + + -- don't stand if mob flies and keep_flying set + if (self.fly and not self.keep_flying) + or not self.fly then + + self:set_velocity(0) + self.state = "stand" + self:set_animation("stand", true) + end + else + self:set_velocity(self.walk_velocity) + + -- figure out which animation to use while in motion + if self:flight_check() + and self.animation + and self.animation.fly_start + and self.animation.fly_end then + + local on_ground = minetest.registered_nodes[self.standing_on].walkable + local in_water = minetest.registered_nodes[self.standing_in].groups.water + + if on_ground and in_water then + self:set_animation("fly") + elseif on_ground then + self:set_animation("walk") + else + self:set_animation("fly") + end + else + self:set_animation("walk") + end + end + + -- runaway when punched + elseif self.state == "runaway" then + + self.runaway_timer = self.runaway_timer + 1 + + -- stop after 5 seconds or when at cliff + if self.runaway_timer > 5 + or self.at_cliff + or self.order == "stand" then + self.runaway_timer = 0 + self:set_velocity(0) + self.state = "stand" + self:set_animation("stand") + else + self:set_velocity(self.run_velocity) + self:set_animation("walk") + end + + -- attack routines (explode, dogfight, shoot, dogshoot) + elseif self.state == "attack" then + + -- get mob and enemy positions and distance between + local s = self.object:get_pos() + local p = self.attack and self.attack:get_pos() + local dist = p and get_distance(p, s) or 500 + + -- stop attacking if player out of range or invisible + if dist > self.view_range + or not self.attack + or not self.attack:get_pos() + or self.attack:get_hp() <= 0 + or (self.attack:is_player() + and is_invisible(self, self.attack:get_player_name())) then + +--print(" ** stop attacking **", dist, self.view_range) + + self.state = "stand" + self:set_velocity(0) + self:set_animation("stand") + self.attack = nil + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + self.path.way = nil + + return + end + + if self.attack_type == "explode" then + + yaw_to_pos(self, p) + + local node_break_radius = self.explosion_radius or 1 + local entity_damage_radius = self.explosion_damage_radius + or (node_break_radius * 2) + + -- look a little higher to fix raycast + s.y = s.y + 0.5 ; p.y = p.y + 0.5 + + -- start timer when in reach and line of sight + if not self.v_start + and dist <= self.reach + and self:line_of_sight(s, p, 2) then + + self.v_start = true + self.timer = 0 + self.blinktimer = 0 + self:mob_sound(self.sounds.fuse) + +--print("=== explosion timer started", self.explosion_timer) + + -- stop timer if out of reach or direct line of sight + elseif self.allow_fuse_reset + and self.v_start + and (dist > self.reach or not self:line_of_sight(s, p, 2)) then + +--print("=== explosion timer stopped") + + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + self.blinkstatus = false + self.object:set_texture_mod("") + end + + -- walk right up to player unless the timer is active + if self.v_start and (self.stop_to_explode or dist < 1.5) then + self:set_velocity(0) + else + self:set_velocity(self.run_velocity) + end + + if self.animation and self.animation.run_start then + self:set_animation("run") + else + self:set_animation("walk") + end + + if self.v_start then + + self.timer = self.timer + dtime + self.blinktimer = (self.blinktimer or 0) + dtime + + if self.blinktimer > 0.2 then + + self.blinktimer = 0 + + if self.blinkstatus then + + self.object:set_texture_mod(self.texture_mods) + else + + self.object:set_texture_mod(self.texture_mods .. "^[brighten") + end + + self.blinkstatus = not self.blinkstatus + end + +--print("=== explosion timer", self.timer) + + if self.timer > self.explosion_timer then + + local pos = self.object:get_pos() + + -- dont damage anything if area protected or next to water + if minetest.find_node_near(pos, 1, {"group:water"}) + or minetest.is_protected(pos, "") then + + node_break_radius = 1 + end + + remove_mob(self, true) + + mobs:boom(self, pos, entity_damage_radius, node_break_radius) + + return true + end + end + + elseif self.attack_type == "dogfight" + or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) + or (self.attack_type == "dogshoot" and dist <= self.reach + and self:dogswitch() == 0) then + + if self.fly + and dist > self.reach then + + local p1 = s + local me_y = floor(p1.y) + local p2 = p + local p_y = floor(p2.y + 1) + local v = self.object:get_velocity() + + if self:flight_check() then + + if me_y < p_y then + + self.object:set_velocity({ + x = v.x, + y = 1 * self.walk_velocity, + z = v.z + }) + + elseif me_y > p_y then + + self.object:set_velocity({ + x = v.x, + y = -1 * self.walk_velocity, + z = v.z + }) + end + else + if me_y < p_y then + + self.object:set_velocity({ + x = v.x, + y = 0.01, + z = v.z + }) + + elseif me_y > p_y then + + self.object:set_velocity({ + x = v.x, + y = -0.01, + z = v.z + }) + end + end + end + + -- rnd: new movement direction + if self.path.following + and self.path.way + and self.attack_type ~= "dogshoot" then + + -- no paths longer than 50 + if #self.path.way > 50 + or dist < self.reach then + self.path.following = false + return + end + + local p1 = self.path.way[1] + + if not p1 then + self.path.following = false + return + end + + if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then + -- reached waypoint, remove it from queue + table_remove(self.path.way, 1) + end + + -- set new temporary target + p = {x = p1.x, y = p1.y, z = p1.z} + end + + yaw_to_pos(self, p) + + -- move towards enemy if beyond mob reach + if dist > (self.reach + (self.reach_ext or 0)) then + + -- path finding by rnd + if self.pathfinding -- only if mob has pathfinding enabled + and enable_pathfinding then + + self:smart_mobs(s, p, dist, dtime) + end + + -- distance padding to stop spinning mob + local pad = abs(p.x - s.x) + abs(p.z - s.z) + + self.reach_ext = 0 -- extended ready off by default + + if self.at_cliff or pad < 0.2 then + + -- when on top of player extend reach slightly so player can + -- still be attacked. + self.reach_ext = 0.8 + self:set_velocity(0) + self:set_animation("stand") + else + + if self.path.stuck then + self:set_velocity(self.walk_velocity) + else + self:set_velocity(self.run_velocity) + end + + if self.animation and self.animation.run_start then + self:set_animation("run") + else + self:set_animation("walk") + end + end + else -- rnd: if inside reach range + + self.path.stuck = false + self.path.stuck_timer = 0 + self.path.following = false -- not stuck anymore + + self:set_velocity(0) + + if self.timer > 1 then + + -- no custom attack or custom attack returns true to continue + if not self.custom_attack + or self:custom_attack(self, p) == true then + + self.timer = 0 + self:set_animation("punch") + + local p2 = p + local s2 = s + + p2.y = p2.y + .5 + s2.y = s2.y + .5 + + if self:line_of_sight(p2, s2) == true then + + -- play attack sound + self:mob_sound(self.sounds.attack) + + -- punch player (or what player is attached to) + local attached = self.attack:get_attach() + + if attached then + self.attack = attached + end + + local dgroup = self.damage_group or "fleshy" + + self.attack:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {[dgroup] = self.damage} + }, nil) + end + end + end + end + + elseif self.attack_type == "shoot" + or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1) + or (self.attack_type == "dogshoot" and dist > self.reach and + self:dogswitch() == 0) then + + p.y = p.y - .5 + s.y = s.y + .5 + + local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} + + yaw_to_pos(self, p) + + self:set_velocity(0) + + if self.shoot_interval + and self.timer > self.shoot_interval + and random(100) <= 60 then + + self.timer = 0 + self:set_animation("shoot") + + -- play shoot attack sound + self:mob_sound(self.sounds.shoot_attack) + + local p = self.object:get_pos() + + p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 + + if minetest.registered_entities[self.arrow] then + + local obj = minetest.add_entity(p, self.arrow) + local ent = obj:get_luaentity() + local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 + + -- check for custom override for arrow + if self.arrow_override then + self.arrow_override(ent) + end + + local v = ent.velocity or 1 -- or set to default + + ent.switch = 1 + ent.owner_id = tostring(self.object) -- add unique owner id to arrow + + -- offset makes shoot aim accurate + vec.y = vec.y + self.shoot_offset + vec.x = vec.x * (v / amount) + vec.y = vec.y * (v / amount) + vec.z = vec.z * (v / amount) + + obj:set_velocity(vec) + end + end + end + end +end + + +-- falling and fall damage +function mob_class:falling(pos) + + if self.fly or self.disable_falling then + return + end + + -- floating in water (or falling) + local v = self.object:get_velocity() + + -- sanity check + if not v then return end + + local fall_speed = self.fall_speed + + -- in water then use liquid viscosity for float/sink speed + if self.floats == 1 and self.standing_in + and minetest.registered_nodes[self.standing_in].groups.liquid then + + local visc = min( + minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1 + + self.object:set_velocity({x = v.x, y = 0.6, z = v.z}) + fall_speed = -1.2 / visc + else + + -- fall damage onto solid ground + if self.fall_damage == 1 + and self.object:get_velocity().y == 0 then + + local d = (self.old_y or 0) - self.object:get_pos().y + + if d > 5 then + + self.health = self.health - floor(d - 5) + + effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) + + if self:check_for_death({type = "fall"}) then + return true + end + end + + self.old_y = self.object:get_pos().y + end + end + + -- fall at set speed + self.object:set_acceleration({x = 0, y = fall_speed, z = 0}) +end + + +-- is Took Ranks mod active? +local tr = minetest.get_modpath("toolranks") + +-- deal damage and effects when mob punched +function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) + + -- mob health check + if self.health <= 0 then + return true + end + + -- custom punch function + if self.do_punch + and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then + return true + end + + -- error checking when mod profiling is enabled + if not tool_capabilities then + + minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") + + return true + end + + -- is mob protected + if self.protected then + + -- did player hit mob and if so is it in protected area + if hitter:is_player() then + + local player_name = hitter:get_player_name() + + if player_name ~= self.owner + and minetest.is_protected(self.object:get_pos(), player_name) then + + minetest.chat_send_player(hitter:get_player_name(), + S("Mob has been protected!")) + + return true + end + + -- if protection is on level 2 then dont let arrows harm mobs + elseif self.protected == 2 then + + local ent = hitter and hitter:get_luaentity() + + if ent and ent._is_arrow then + + return true -- arrow entity + + elseif not ent then + + return true -- non entity + end + end + end + + local weapon = hitter:get_wielded_item() + local weapon_def = weapon:get_definition() or {} + + -- calculate mob damage + local damage = 0 + local armor = self.object:get_armor_groups() or {} + local tmp + + -- quick error check incase it ends up 0 (serialize.h check test) + if tflp == 0 then + tflp = 0.2 + end + + if use_cmi then + damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) + else + + for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do + + tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) + + if tmp < 0 then + tmp = 0.0 + elseif tmp > 1 then + tmp = 1.0 + end + + damage = damage + (tool_capabilities.damage_groups[group] or 0) + * tmp * ((armor[group] or 0) / 100.0) + end + end + + -- check for tool immunity or special damage + for n = 1, #self.immune_to do + + if self.immune_to[n][1] == weapon_def.name then + + damage = self.immune_to[n][2] or 0 + + break + + -- if "all" then no tools deal damage unless it's specified in list + elseif self.immune_to[n][1] == "all" then + damage = self.immune_to[n][2] or 0 + end + end + +--print("Mob Damage is", damage) + + -- healing + if damage <= -1 then + + self.health = self.health - floor(damage) + + return true + end + + if use_cmi + and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then + return true + end + + -- add weapon wear + local punch_interval = tool_capabilities.full_punch_interval or 1.4 + + -- toolrank support + local wear = floor((punch_interval / 75) * 9000) + + if mobs.is_creative(hitter:get_player_name()) then + + if tr then + wear = 1 + else + wear = 0 + end + end + + if tr and weapon_def.original_description then + toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) + else + weapon:add_wear(wear) + end + + hitter:set_wielded_item(weapon) + + -- only play hit sound and show blood effects if damage is 1 or over + if damage >= 1 then + + -- select tool use sound if found, or fallback to default + local snd = weapon_def.sound and weapon_def.sound.use + or "default_punch" + + minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true) + + -- blood_particles + if not disable_blood and self.blood_amount > 0 then + + local pos = self.object:get_pos() + local blood = self.blood_texture + local amount = self.blood_amount + + pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 + + -- lots of damage = more blood :) + if damage > 4 then + amount = self.blood_amount * 2 + end + + -- do we have a single blood texture or multiple? + if type(self.blood_texture) == "table" then + blood = self.blood_texture[random(#self.blood_texture)] + end + + effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true) + end + + -- do damage + self.health = self.health - floor(damage) + + -- exit here if dead, check for tools with fire damage + local hot = tool_capabilities and tool_capabilities.damage_groups + and tool_capabilities.damage_groups.fire + + if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then + return true + end + end + + -- knock back effect (only on full punch) + if self.knock_back and tflp >= punch_interval then + + local v = self.object:get_velocity() + + -- sanity check + if not v then return true end + + local kb = damage or 1 + local up = 2 + + -- if already in air then dont go up anymore when hit + if v.y > 0 + or self.fly then + up = 0 + end + + -- direction error check + dir = dir or {x = 0, y = 0, z = 0} + + -- use tool knockback value or default + kb = tool_capabilities.damage_groups["knockback"] or kb + + self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb}) + + self.pause_timer = 0.25 + end + + -- if skittish then run away + if self.runaway == true + and self.order ~= "stand" then + + local lp = hitter:get_pos() + yaw = yaw_to_pos(self, lp, 3) + + self.state = "runaway" + self.runaway_timer = 0 + self.following = nil + end + + local name = hitter:get_player_name() or "" + + -- attack puncher and call other mobs for help + if self.passive == false + and self.state ~= "flop" + and self.child == false + and self.attack_players == true + and hitter:get_player_name() ~= self.owner + and not is_invisible(self, name) + and self.object ~= hitter then + + -- attack whoever punched mob + self.state = "" + self:do_attack(hitter) + + -- alert others to the attack + local objs = minetest.get_objects_inside_radius( + hitter:get_pos(), self.view_range) + local obj + + for n = 1, #objs do + + obj = objs[n]:get_luaentity() + + if obj and obj._cmi_is_mob then + + -- only alert members of same mob and assigned helper + if obj.group_attack == true + and obj.state ~= "attack" + and obj.owner ~= name + and (obj.name == self.name + or obj.name == self.group_helper) then + + obj:do_attack(hitter) + end + + -- have owned mobs attack player threat + if obj.owner == name and obj.owner_loyal then + obj:do_attack(self.object) + end + end + end + end +end + + +-- get entity staticdata +function mob_class:mob_staticdata() + + -- this handles mob count for mobs activated, unloaded, reloaded + if active_limit > 0 and self.active_toggle then + active_mobs = active_mobs + self.active_toggle + self.active_toggle = -self.active_toggle +--print("-- staticdata", active_mobs, active_limit, self.active_toggle) + end + + -- remove mob when out of range unless tamed + if remove_far + and self.remove_ok + and self.type ~= "npc" + and self.state ~= "attack" + and not self.tamed + and self.lifetimer < 20000 then + +--print("REMOVED " .. self.name) + + remove_mob(self, true) + + return minetest.serialize({remove_ok = true, static_save = true}) + end + + self.remove_ok = true + self.attack = nil + self.following = nil + self.state = "stand" + + -- used to rotate older mobs + if self.drawtype and self.drawtype == "side" then + self.rotate = rad(90) + end + + if use_cmi then + self.serialized_cmi_components = cmi.serialize_components( + self._cmi_components) + end + + local tmp, t = {} + + for _,stat in pairs(self) do + + t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" + and _ ~= "object" + and _ ~= "_cmi_components" then + tmp[_] = self[_] + end + end + + return minetest.serialize(tmp) +end + + +-- activate mob and reload settings +function mob_class:mob_activate(staticdata, def, dtime) + + -- if dtime == 0 then entity has just been created + -- anything higher means it is respawning (thanks SorceryKid) + if dtime == 0 and active_limit > 0 then + self.active_toggle = 1 + end + + -- remove mob if not tamed and mob total reached + if active_limit > 0 and active_mobs >= active_limit and not self.tamed then + + remove_mob(self) +--print("-- mob limit reached, removing " .. self.name) + return + end + + -- remove monsters in peaceful mode + if self.type == "monster" and peaceful_only then + + remove_mob(self, true) + + return + end + + -- load entity variables + local tmp = minetest.deserialize(staticdata) + + if tmp then + + local t + + for _,stat in pairs(tmp) do + + t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + self[_] = stat + end + end + end + + -- force current model into mob + self.mesh = def.mesh + self.base_mesh = def.mesh + self.collisionbox = def.collisionbox + self.selectionbox = def.selectionbox + + -- select random texture, set model and size + if not self.base_texture then + + -- compatiblity with old simple mobs textures + if def.textures and type(def.textures[1]) == "string" then + def.textures = {def.textures} + end + + self.base_texture = def.textures and def.textures[random(#def.textures)] + self.base_mesh = def.mesh + self.base_size = self.visual_size + self.base_colbox = self.collisionbox + self.base_selbox = self.selectionbox + end + + -- for current mobs that dont have this set + if not self.base_selbox then + self.base_selbox = self.selectionbox or self.base_colbox + end + + -- set texture, model and size + local textures = self.base_texture + local mesh = self.base_mesh + local vis_size = self.base_size + local colbox = self.base_colbox + local selbox = self.base_selbox + + -- specific texture if gotten + if self.gotten == true and def.gotten_texture then + textures = def.gotten_texture + end + + -- specific mesh if gotten + if self.gotten == true and def.gotten_mesh then + mesh = def.gotten_mesh + end + + -- set child objects to half size + if self.child == true then + + vis_size = {x = self.base_size.x * .5, y = self.base_size.y * .5} + + if def.child_texture then + textures = def.child_texture[1] + end + + colbox = { + self.base_colbox[1] * .5, self.base_colbox[2] * .5, + self.base_colbox[3] * .5, self.base_colbox[4] * .5, + self.base_colbox[5] * .5, self.base_colbox[6] * .5} + + selbox = { + self.base_selbox[1] * .5, self.base_selbox[2] * .5, + self.base_selbox[3] * .5, self.base_selbox[4] * .5, + self.base_selbox[5] * .5, self.base_selbox[6] * .5} + end + + if self.health == 0 then + self.health = random(self.hp_min, self.hp_max) + end + + -- pathfinding init + self.path = {} + self.path.way = {} -- path to follow, table of positions + self.path.lastpos = {x = 0, y = 0, z = 0} + self.path.stuck = false + self.path.following = false -- currently following path? + self.path.stuck_timer = 0 -- if stuck for too long search for path + + -- Armor groups (immortal = 1 for custom damage handling) + local armor + if type(self.armor) == "table" then + armor = table_copy(self.armor) + else + armor = {fleshy = self.armor, immortal = 1} + end + self.object:set_armor_groups(armor) + + -- mob defaults + self.old_y = self.object:get_pos().y + self.old_health = self.health + self.sounds.distance = self.sounds.distance or 10 + self.textures = textures + self.mesh = mesh + self.collisionbox = colbox + self.selectionbox = selbox + self.visual_size = vis_size + self.standing_in = "air" + self.standing_on = "air" + + -- check existing nametag + if not self.nametag then + self.nametag = def.nametag + end + + -- set anything changed above + self.object:set_properties(self) + self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) + self:update_tag() + self:set_animation("stand") + + -- apply any texture mods + self.object:set_texture_mod(self.texture_mods) + + -- set 5.x flag to remove monsters when map area unloaded + if remove_far and self.type == "monster" and not self.tamed then + self.static_save = false + end + + -- run on_spawn function if found + if self.on_spawn and not self.on_spawn_run then + if self.on_spawn(self) then + self.on_spawn_run = true -- if true, set flag to run once only + end + end + + -- run after_activate + if def.after_activate then + def.after_activate(self, staticdata, def, dtime) + end + + if use_cmi then + self._cmi_components = cmi.activate_components(self.serialized_cmi_components) + cmi.notify_activate(self.object, dtime) + end +end + + +-- handle mob lifetimer and expiration +function mob_class:mob_expire(pos, dtime) + + -- when lifetimer expires remove mob (except npc and tamed) + if self.type ~= "npc" + and not self.tamed + and self.state ~= "attack" + and remove_far ~= true + and self.lifetimer < 20000 then + + self.lifetimer = self.lifetimer - dtime + + if self.lifetimer <= 0 then + + -- only despawn away from player + local objs = minetest.get_objects_inside_radius(pos, 15) + + for n = 1, #objs do + + if objs[n]:is_player() then + + self.lifetimer = 20 + + return + end + end + +-- minetest.log("action", S("lifetimer expired, removed @1", self.name)) + + effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) + + remove_mob(self, true) + + return + end + end +end + + +-- main mob function +function mob_class:on_step(dtime, moveresult) + + if self.state == "die" then return end + + if use_cmi then + cmi.notify_step(self.object, dtime) + end + + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + + -- early warning check, if no yaw then no entity, skip rest of function + if not yaw then return end + + self.node_timer = (self.node_timer or 0) + dtime + + -- get nodes above and below foot level every 1/4 second + if self.node_timer > 0.25 then + + self.node_timer = 0 + + local y_level = self.collisionbox[2] + + if self.child then + y_level = self.collisionbox[2] * 0.5 + end + + -- what is mob standing in? + self.standing_in = node_ok({ + x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name + + self.standing_on = node_ok({ + x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name + +--print("standing in " .. self.standing_in) + + -- if standing inside solid block then jump to escape + if minetest.registered_nodes[self.standing_in].walkable + and minetest.registered_nodes[self.standing_in].drawtype == "normal" then + + self.object:set_velocity({ + x = 0, + y = self.jump_height, + z = 0 + }) + end + + -- check and stop if standing at cliff and fear of heights + self.at_cliff = self:is_at_cliff() + + if self.at_cliff then + self:set_velocity(0) + end + + -- has mob expired (0.25 instead of dtime since were in a timer) + self:mob_expire(pos, 0.25) + end + + -- check if falling, flying, floating and return if player died + if self:falling(pos) then + return + end + + -- smooth rotation by ThomasMonroe314 + if self.delay and self.delay > 0 then + + if self.delay == 1 then + yaw = self.target_yaw + else + local dif = abs(yaw - self.target_yaw) + + if yaw > self.target_yaw then + + if dif > pi then + dif = 2 * pi - dif + yaw = yaw + dif / self.delay -- need to add + else + yaw = yaw - dif / self.delay -- need to subtract + end + + elseif yaw < self.target_yaw then + + if dif > pi then + dif = 2 * pi - dif + yaw = yaw - dif / self.delay -- need to subtract + else + yaw = yaw + dif / self.delay -- need to add + end + end + + if yaw > (pi * 2) then yaw = yaw - (pi * 2) end + if yaw < 0 then yaw = yaw + (pi * 2) end + end + + self.delay = self.delay - 1 + self.object:set_yaw(yaw) + end + + -- knockback timer + if self.pause_timer > 0 then + + self.pause_timer = self.pause_timer - dtime + + return + end + + -- run custom function (defined in mob lua file) + if self.do_custom then + + -- when false skip going any further + if self:do_custom(dtime) == false then + return + end + end + + -- attack timer + self.timer = self.timer + dtime + + if self.state ~= "attack" then + + if self.timer < 1 then + return + end + + self.timer = 0 + end + + -- never go over 100 + if self.timer > 100 then + self.timer = 1 + end + + -- mob plays random sound at times + if random(100) == 1 then + self:mob_sound(self.sounds.random) + end + + -- environmental damage timer (every 1 second) + self.env_damage_timer = self.env_damage_timer + dtime + + if (self.state == "attack" and self.env_damage_timer > 1) + or self.state ~= "attack" then + + self.env_damage_timer = 0 + + -- check for environmental damage (water, fire, lava etc.) + if self:do_env_damage() then return end + + -- node replace check (cow eats grass etc.) + self:replace(pos) + end + + self:general_attack() + + self:breed() + + self:follow_flop() + + if self:do_states(dtime) then return end + + self:do_jump() + + self:do_runaway_from(self) + + self:do_stay_near() +end + + +-- default function when mobs are blown up with TNT +function mob_class:on_blast(damage) + +--print("-- blast damage", damage) + + self.object:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = damage}, + }, nil) + + -- return no damage, no knockback, no item drops, mob api handles all + return false, false, {} +end + + +mobs.spawning_mobs = {} + +-- register mob entity +function mobs:register_mob(name, def) + + mobs.spawning_mobs[name] = {} + + local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} + + -- quick fix to stop mobs glitching through nodes if too small + if -collisionbox[2] + collisionbox[5] < 1.01 then + collisionbox[5] = collisionbox[2] + 0.99 + end + +minetest.register_entity(name, setmetatable({ + + stepheight = def.stepheight, + name = name, + type = def.type, + attack_type = def.attack_type, + fly = def.fly, + fly_in = def.fly_in, + keep_flying = def.keep_flying, + owner = def.owner, + order = def.order, + on_die = def.on_die, + on_flop = def.on_flop, + do_custom = def.do_custom, + jump_height = def.jump_height, + can_leap = def.can_leap, + drawtype = def.drawtype, -- DEPRECATED, use rotate instead + rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2 + glow = def.glow, + lifetimer = def.lifetimer, + hp_min = max(1, (def.hp_min or 5) * difficulty), + hp_max = max(1, (def.hp_max or 10) * difficulty), + collisionbox = collisionbox, --def.collisionbox, + selectionbox = def.selectionbox or collisionbox, --def.collisionbox, + visual = def.visual, + visual_size = def.visual_size, + mesh = def.mesh, + makes_footstep_sound = def.makes_footstep_sound, + view_range = def.view_range, + walk_velocity = def.walk_velocity, + run_velocity = def.run_velocity, + damage = max(0, (def.damage or 0) * difficulty), + damage_group = def.damage_group, + damage_texture_modifier = def.damage_texture_modifier, + light_damage = def.light_damage, + light_damage_min = def.light_damage_min, + light_damage_max = def.light_damage_max, + water_damage = def.water_damage, + lava_damage = def.lava_damage, + fire_damage = def.fire_damage, + air_damage = def.air_damage, + suffocation = def.suffocation, + fall_damage = def.fall_damage, + fall_speed = def.fall_speed, + drops = def.drops, + armor = def.armor, + on_rightclick = def.on_rightclick, + arrow = def.arrow, + arrow_override = def.arrow_override, + shoot_interval = def.shoot_interval, + sounds = def.sounds, + animation = def.animation, + follow = def.follow, + jump = def.jump, + walk_chance = def.walk_chance, + stand_chance = def.stand_chance, + attack_chance = def.attack_chance, + passive = def.passive, + knock_back = def.knock_back, + blood_amount = def.blood_amount, + blood_texture = def.blood_texture, + shoot_offset = def.shoot_offset, + floats = def.floats, + replace_rate = def.replace_rate, + replace_what = def.replace_what, + replace_with = def.replace_with, + replace_offset = def.replace_offset, + on_replace = def.on_replace, + reach = def.reach, + texture_list = def.textures, + texture_mods = def.texture_mods or "", + child_texture = def.child_texture, + docile_by_day = def.docile_by_day, + fear_height = def.fear_height, + runaway = def.runaway, + pathfinding = def.pathfinding, + immune_to = def.immune_to, + explosion_radius = def.explosion_radius, + explosion_damage_radius = def.explosion_damage_radius, + explosion_timer = def.explosion_timer, + allow_fuse_reset = def.allow_fuse_reset, + stop_to_explode = def.stop_to_explode, + custom_attack = def.custom_attack, + double_melee_attack = def.double_melee_attack, + dogshoot_switch = def.dogshoot_switch, + dogshoot_count_max = def.dogshoot_count_max, + dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, + group_attack = def.group_attack, + group_helper = def.group_helper, + attack_monsters = def.attacks_monsters or def.attack_monsters, + attack_animals = def.attack_animals, + attack_players = def.attack_players, + attack_npcs = def.attack_npcs, + specific_attack = def.specific_attack, + runaway_from = def.runaway_from, + owner_loyal = def.owner_loyal, + pushable = def.pushable, + stay_near = def.stay_near, + randomly_turn = def.randomly_turn ~= false, + ignore_invisibility = def.ignore_invisibility, + messages = def.messages, + + on_spawn = def.on_spawn, + + on_blast = def.on_blast, -- class redifinition + + do_punch = def.do_punch, + + on_breed = def.on_breed, + + on_grown = def.on_grown, + + on_activate = function(self, staticdata, dtime) + return self:mob_activate(staticdata, def, dtime) + end, + + get_staticdata = function(self) + return self:mob_staticdata(self) + end + +}, mob_class_meta)) + +end -- END mobs:register_mob function + + +-- count how many mobs of one type are inside an area +-- will also return true for second value if player is inside area +local count_mobs = function(pos, type) + + local total = 0 + local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) + local ent + local players + + for n = 1, #objs do + + if not objs[n]:is_player() then + + ent = objs[n]:get_luaentity() + + -- count mob type and add to total also + if ent and ent.name and ent.name == type then + total = total + 1 + end + else + players = true + end + end + + return total, players +end + + +-- do we have enough space to spawn mob? (thanks wuzzy) +local can_spawn = function(pos, name) + + local ent = minetest.registered_entities[name] + local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1])) + local min_x, max_x + + if width_x % 2 == 0 then + max_x = floor(width_x / 2) + min_x = -(max_x - 1) + else + max_x = floor(width_x / 2) + min_x = -max_x + end + + local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3])) + local min_z, max_z + + if width_z % 2 == 0 then + max_z = floor(width_z / 2) + min_z = -(max_z - 1) + else + max_z = floor(width_z / 2) + min_z = -max_z + end + + local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) + local pos2 + + for y = 0, max_y do + for x = min_x, max_x do + for z = min_z, max_z do + + pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z} + + if minetest.registered_nodes[node_ok(pos2).name].walkable == true then + return nil + end + end + end + end + + -- tweak X/Z spawn pos + if width_x % 2 == 0 then + pos.x = pos.x + 0.5 + end + + if width_z % 2 == 0 then + pos.z = pos.z + 0.5 + end + + return pos +end + +function mobs:can_spawn(pos, name) + return can_spawn(pos, name) +end + + +-- global functions + +function mobs:add_mob(pos, def) + + -- nil check + if not pos or not def then +--print("--- no position or definition given") + return + end + + -- is mob actually registered? + if not mobs.spawning_mobs[def.name] + or not minetest.registered_entities[def.name] then +--print("--- mob doesn't exist", def.name) + return + end + + -- are we over active mob limit + if active_limit > 0 and active_mobs >= active_limit then +--print("--- active mob limit reached", active_mobs, active_limit) + return + end + + -- get total number of this mob in area + local num_mob, is_pla = count_mobs(pos, def.name) + + if not is_pla then +--print("--- no players within active area, will not spawn " .. def.name) + return + end + + local aoc = mobs.spawning_mobs[def.name] + and mobs.spawning_mobs[def.name].aoc or 1 + + if def.ignore_count ~= true and num_mob >= aoc then +--print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc) + return + end + + local mob = minetest.add_entity(pos, def.name) + +--print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos)) + + local ent = mob:get_luaentity() + + if not ent then +--print("[mobs] entity not found " .. def.name) + return false + end + + if def.child then + + local textures = ent.base_texture + + -- using specific child texture (if found) + if ent.child_texture then + textures = ent.child_texture[1] + end + + -- and resize to half height + mob:set_properties({ + textures = textures, + visual_size = { + x = ent.base_size.x * .5, + y = ent.base_size.y * .5 + }, + collisionbox = { + ent.base_colbox[1] * .5, + ent.base_colbox[2] * .5, + ent.base_colbox[3] * .5, + ent.base_colbox[4] * .5, + ent.base_colbox[5] * .5, + ent.base_colbox[6] * .5 + }, + selectionbox = { + ent.base_selbox[1] * .5, + ent.base_selbox[2] * .5, + ent.base_selbox[3] * .5, + ent.base_selbox[4] * .5, + ent.base_selbox[5] * .5, + ent.base_selbox[6] * .5 + } + }) + + ent.child = true + end + + if def.owner then + ent.tamed = true + ent.owner = def.owner + end + + if def.nametag then + + -- limit name entered to 64 characters long + if def.nametag:len() > 64 then + def.nametag = def.nametag:sub(1, 64) + end + + ent.nametag = def.nametag + + ent:update_tag() + end + + return ent +end + + +function mobs:spawn_abm_check(pos, node, name) + -- global function to add additional spawn checks + -- return true to stop spawning mob +end + + +function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, + chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load) + + -- Do mobs spawn at all? + if not mobs_spawn or not mobs.spawning_mobs[name] then +--print ("--- spawning not registered for " .. name) + return + end + + -- chance/spawn number override in minetest.conf for registered mob + local numbers = settings:get(name) + + if numbers then + + numbers = numbers:split(",") + chance = tonumber(numbers[1]) or chance + aoc = tonumber(numbers[2]) or aoc + + if chance == 0 then + + minetest.log("warning", + string.format("[mobs] %s has spawning disabled", name)) + return + end + + minetest.log("action", string.format( + "[mobs] Chance setting for %s changed to %s (total: %s)", + name, chance, aoc)) + end + + mobs.spawning_mobs[name].aoc = aoc + + local spawn_action = function(pos, node, active_object_count, + active_object_count_wider) + + -- use instead of abm's chance setting when using lbm + if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then + return + end + + -- use instead of abm's neighbor setting when using lbm + if map_load and not minetest.find_node_near(pos, 1, neighbors) then +--print("--- lbm neighbors not found") + return + end + + -- is mob actually registered? + if not mobs.spawning_mobs[name] + or not minetest.registered_entities[name] then +--print("--- mob doesn't exist", name) + return + end + + -- are we over active mob limit + if active_limit > 0 and active_mobs >= active_limit then +--print("--- active mob limit reached", active_mobs, active_limit) + return + end + + -- additional custom checks for spawning mob + if mobs:spawn_abm_check(pos, node, name) == true then + return + end + + -- do not spawn if too many entities in area + if active_object_count_wider + and active_object_count_wider >= max_per_block then +--print("--- too many entities in area", active_object_count_wider) + return + end + + -- get total number of this mob in area + local num_mob, is_pla = count_mobs(pos, name) + + if not is_pla then +--print("--- no players within active area, will not spawn " .. name) + return + end + + if num_mob >= aoc then +--print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) + return + end + + -- if toggle set to nil then ignore day/night check + if day_toggle ~= nil then + + local tod = (minetest.get_timeofday() or 0) * 24000 + + if tod > 4500 and tod < 19500 then + -- daylight, but mob wants night + if day_toggle == false then +--print("--- mob needs night", name) + return + end + else + -- night time but mob wants day + if day_toggle == true then +--print("--- mob needs day", name) + return + end + end + end + + -- spawn above node + pos.y = pos.y + 1 + + -- are we spawning within height limits? + if pos.y > max_height + or pos.y < min_height then +--print("--- height limits not met", name, pos.y) + return + end + + -- are light levels ok? + local light = minetest.get_node_light(pos) + if not light + or light > max_light + or light < min_light then +--print("--- light limits not met", name, light) + return + end + + -- check if mob can spawn inside protected areas + if (spawn_protected == false + or (spawn_monster_protected == false + and minetest.registered_entities[name].type == "monster")) + and minetest.is_protected(pos, "") then +--print("--- inside protected area", name) + return + end + + -- only spawn a set distance away from player + local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range) + + for n = 1, #objs do + + if objs[n]:is_player() then +--print("--- player too close", name) + return + end + end + + local ent = minetest.registered_entities[name] + + -- should we check mob area for obstructions ? + if mob_area_spawn ~= true then + + -- do we have enough height clearance to spawn mob? + local height = max(0, ent.collisionbox[5] - ent.collisionbox[2]) + + for n = 0, floor(height) do + + local pos2 = {x = pos.x, y = pos.y + n, z = pos.z} + + if minetest.registered_nodes[node_ok(pos2).name].walkable == true then +--print ("--- inside block", name, node_ok(pos2).name) + return + end + end + else + -- returns position if we have enough space to spawn mob + pos = can_spawn(pos, name) + end + + if pos then + + -- adjust for mob collision box + pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 + + local mob = minetest.add_entity(pos, name) + +-- print("[mobs] Spawned " .. name .. " at " +-- .. minetest.pos_to_string(pos) .. " on " +-- .. node.name .. " near " .. neighbors[1]) + + if on_spawn then + on_spawn(mob:get_luaentity(), pos) + end + else +--print("--- not enough space to spawn", name) + end + end + + + -- are we registering an abm or lbm? + if map_load == true then + + minetest.register_lbm({ + name = name .. "_spawning", + label = name .. " spawning", + nodenames = nodes, + run_at_every_load = false, + + action = function(pos, node) + spawn_action(pos, node) + end + }) + + else + + minetest.register_abm({ + label = name .. " spawning", + nodenames = nodes, + neighbors = neighbors, + interval = interval, + chance = max(1, (chance * mob_chance_multiplier)), + catch_up = false, + + action = function(pos, node, active_object_count, active_object_count_wider) + spawn_action(pos, node, active_object_count, active_object_count_wider) + end + }) + end +end + + +-- compatibility with older mob registration +function mobs:register_spawn(name, nodes, max_light, min_light, chance, + active_object_count, max_height, day_toggle) + + mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, + chance, active_object_count, -31000, max_height, day_toggle) +end + + +-- MarkBu's spawn function (USE this one please) +function mobs:spawn(def) + + mobs:spawn_specific( + def.name, + def.nodes or {"group:soil", "group:stone"}, + def.neighbors or {"air"}, + def.min_light or 0, + def.max_light or 15, + def.interval or 30, + def.chance or 5000, + def.active_object_count or 1, + def.min_height or -31000, + def.max_height or 31000, + def.day_toggle, + def.on_spawn, + def.on_map_load) +end + + +-- register arrow for shoot attack +function mobs:register_arrow(name, def) + + if not name or not def then return end -- errorcheck + + minetest.register_entity(name, { + + physical = def.physical or false, + collide_with_objects = def.collide_with_objects or false, + static_save = false, + + visual = def.visual, + visual_size = def.visual_size, + textures = def.textures, + velocity = def.velocity, + hit_player = def.hit_player, + hit_node = def.hit_node, + hit_mob = def.hit_mob, + hit_object = def.hit_object, + drop = def.drop or false, -- drops arrow as registered item when true + collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1}, + timer = 0, + lifetime = def.lifetime or 4.5, + switch = 0, + owner_id = def.owner_id, + rotate = def.rotate, + automatic_face_movement_dir = def.rotate + and (def.rotate - (pi / 180)) or false, + + on_activate = def.on_activate, + + on_punch = def.on_punch or function( + self, hitter, tflp, tool_capabilities, dir) + end, + + on_step = def.on_step or function(self, dtime) + + self.timer = self.timer + dtime + + local pos = self.object:get_pos() + + if self.switch == 0 or self.timer > self.lifetime then + + self.object:remove() ; -- print("removed arrow") + + return + end + + -- does arrow have a tail (fireball) + if def.tail and def.tail == 1 and def.tail_texture then + + minetest.add_particle({ + pos = pos, + velocity = {x = 0, y = 0, z = 0}, + acceleration = {x = 0, y = 0, z = 0}, + expirationtime = def.expire or 0.25, + collisiondetection = false, + texture = def.tail_texture, + size = def.tail_size or 5, + glow = def.glow or 0 + }) + end + + if self.hit_node then + + local node = node_ok(pos).name + + if minetest.registered_nodes[node].walkable then + + self:hit_node(pos, node) + + if self.drop == true then + + pos.y = pos.y + 1 + + self.lastpos = (self.lastpos or pos) + + minetest.add_item(self.lastpos, + self.object:get_luaentity().name) + end + + self.object:remove() ; -- print("hit node") + + return + end + end + + if self.hit_player or self.hit_mob or self.hit_object then + + for _,player in pairs( + minetest.get_objects_inside_radius(pos, 1.0)) do + + if self.hit_player and player:is_player() then + + self:hit_player(player) + + self.object:remove() ; -- print("hit player") + + return + end + + local entity = player:get_luaentity() + + if entity + and self.hit_mob + and entity._cmi_is_mob == true + and tostring(player) ~= self.owner_id + and entity.name ~= self.object:get_luaentity().name then + + self:hit_mob(player) + + self.object:remove() ; --print("hit mob") + + return + end + + if entity + and self.hit_object + and (not entity._cmi_is_mob) + and tostring(player) ~= self.owner_id + and entity.name ~= self.object:get_luaentity().name then + + self:hit_object(player) + + self.object:remove() ; -- print("hit object") + + return + end + end + end + + self.lastpos = pos + end + }) +end + + +-- compatibility function (deprecated) +function mobs:explosion(pos, radius) + mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius, radius, "tnt_smoke.png") +end + + +-- no damage to nodes explosion +function mobs:safe_boom(self, pos, radius, texture) + + minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { + pos = pos, + gain = 1.0, + max_hear_distance = self.sounds and self.sounds.distance or 32 + }, true) + + entity_physics(pos, radius) + + effect(pos, 32, texture, radius * 3, radius * 5, radius, 1, 0) +end + + +-- make explosion with protection and tnt mod check +function mobs:boom(self, pos, radius, damage_radius, texture) + + if mobs_griefing + and minetest.get_modpath("tnt") and tnt and tnt.boom + and not minetest.is_protected(pos, "") then + + tnt.boom(pos, { + radius = radius, + damage_radius = damage_radius, + sound = self.sounds and self.sounds.explode, + explode_center = true, + tiles = {(texture or "tnt_smoke.png")} + }) + else + mobs:safe_boom(self, pos, radius, texture) + end +end + + +-- Register spawn eggs + +-- Note: This also introduces the “spawn_egg” group: +-- * spawn_egg=1: Spawn egg (generic mob, no metadata) +-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) +function mobs:register_egg(mob, desc, background, addegg, no_creative) + + local grp = {spawn_egg = 1} + + -- do NOT add this egg to creative inventory (e.g. dungeon master) + if no_creative == true then + grp.not_in_creative_inventory = 1 + end + + local invimg = background + + if addegg == 1 then + invimg = "mobs_chicken_egg.png^(" .. invimg .. + "^[mask:mobs_chicken_egg_overlay.png)" + end + + -- register new spawn egg containing mob information + minetest.register_craftitem(mob .. "_set", { + + description = S("@1 (Tamed)", desc), + inventory_image = invimg, + groups = {spawn_egg = 2, not_in_creative_inventory = 1}, + stack_max = 1, + + on_place = function(itemstack, placer, pointed_thing) + + local pos = pointed_thing.above + + -- does existing on_rightclick function exist? + local under = minetest.get_node(pointed_thing.under) + local def = minetest.registered_nodes[under.name] + + if def and def.on_rightclick then + + return def.on_rightclick( + pointed_thing.under, under, placer, itemstack, pointed_thing) + end + + if pos + and not minetest.is_protected(pos, placer:get_player_name()) then + + if not minetest.registered_entities[mob] then + return + end + + pos.y = pos.y + 1 + + local data = itemstack:get_metadata() + local smob = minetest.add_entity(pos, mob, data) + local ent = smob and smob:get_luaentity() + + if not ent then return end -- sanity check + + -- set owner if not a monster + if ent.type ~= "monster" then + ent.owner = placer:get_player_name() + ent.tamed = true + end + + -- since mob is unique we remove egg once spawned + itemstack:take_item() + end + + return itemstack + end + }) + + + -- register old stackable mob egg + minetest.register_craftitem(mob, { + + description = desc, + inventory_image = invimg, + groups = grp, + + on_place = function(itemstack, placer, pointed_thing) + + local pos = pointed_thing.above + + -- does existing on_rightclick function exist? + local under = minetest.get_node(pointed_thing.under) + local def = minetest.registered_nodes[under.name] + + if def and def.on_rightclick then + + return def.on_rightclick( + pointed_thing.under, under, placer, itemstack, pointed_thing) + end + + if pos + and not minetest.is_protected(pos, placer:get_player_name()) then + + if not minetest.registered_entities[mob] then + return + end + + -- have we reached active mob limit + if active_limit > 0 and active_mobs >= active_limit then + minetest.chat_send_player(placer:get_player_name(), + S("Active Mob Limit Reached!") + .. " (" .. active_mobs + .. " / " .. active_limit .. ")") + return + end + + pos.y = pos.y + 1 + + local smob = minetest.add_entity(pos, mob) + local ent = smob and smob:get_luaentity() + + if not ent then return end -- sanity check + + -- don't set owner if monster or sneak pressed + if ent.type ~= "monster" + and not placer:get_player_control().sneak then + ent.owner = placer:get_player_name() + ent.tamed = true + end + + -- if not in creative then take item + if not mobs.is_creative(placer:get_player_name()) then + itemstack:take_item() + end + end + + return itemstack + end + }) +end + + +-- force capture a mob if space available in inventory, or drop as spawn egg +function mobs:force_capture(self, clicker) + + -- add special mob egg with all mob information + local new_stack = ItemStack(self.name .. "_set") + + local tmp, t = {} + + for _,stat in pairs(self) do + + t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + tmp[_] = self[_] + end + end + + local data_str = minetest.serialize(tmp) + + new_stack:set_metadata(data_str) + + local inv = clicker:get_inventory() + + if inv:room_for_item("main", new_stack) then + inv:add_item("main", new_stack) + else + minetest.add_item(clicker:get_pos(), new_stack) + end + + self:mob_sound("default_place_node_hard") + + remove_mob(self, true) +end + + +-- capture critter (thanks to blert2112 for idea) +function mobs:capture_mob(self, clicker, chance_hand, chance_net, + chance_lasso, force_take, replacewith) + + if not self + or not clicker:is_player() + or not clicker:get_inventory() then + return false + end + + -- get name of clicked mob + local mobname = self.name + + -- if not nil change what will be added to inventory + if replacewith then + mobname = replacewith + end + + local name = clicker:get_player_name() + local tool = clicker:get_wielded_item() + + -- are we using hand, net or lasso to pick up mob? + if tool:get_name() ~= "" + and tool:get_name() ~= "mobs:net" + and tool:get_name() ~= "mobs:lasso" then + return false + end + + -- is mob tamed? + if self.tamed == false and force_take == false then + + minetest.chat_send_player(name, S("Not tamed!")) + + return false + end + + -- cannot pick up if not owner (unless player has protection_bypass priv) + if not minetest.check_player_privs(name, "protection_bypass") + and self.owner ~= name and force_take == false then + + minetest.chat_send_player(name, S("@1 is owner!", self.owner)) + + return false + end + + if clicker:get_inventory():room_for_item("main", mobname) then + + -- was mob clicked with hand, net, or lasso? + local chance = 0 + + if tool:get_name() == "" then + chance = chance_hand + + elseif tool:get_name() == "mobs:net" then + + chance = chance_net + + tool:add_wear(4000) -- 17 uses + + clicker:set_wielded_item(tool) + + elseif tool:get_name() == "mobs:lasso" then + + chance = chance_lasso + + tool:add_wear(650) -- 100 uses + + clicker:set_wielded_item(tool) + + end + + -- calculate chance.. add to inventory if successful? + if chance and chance > 0 and random(100) <= chance then + + -- default mob egg + local new_stack = ItemStack(mobname) + + -- add special mob egg with all mob information + -- unless 'replacewith' contains new item to use + if not replacewith then + + new_stack = ItemStack(mobname .. "_set") + + local tmp, t = {} + + for _,stat in pairs(self) do + + t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + tmp[_] = self[_] + end + end + + local data_str = minetest.serialize(tmp) + + new_stack:set_metadata(data_str) + end + + local inv = clicker:get_inventory() + + if inv:room_for_item("main", new_stack) then + inv:add_item("main", new_stack) + else + minetest.add_item(clicker:get_pos(), new_stack) + end + + self:mob_sound("default_place_node_hard") + + remove_mob(self, true) + + return new_stack + + -- when chance above fails or set to 0, miss! + elseif chance and chance ~= 0 then + + minetest.chat_send_player(name, S("Missed!")) + + self:mob_sound("mobs_swing") + + return false + + -- when chance is nil always return a miss (used for npc walk/follow) + elseif not chance then + return false + end + end + + return true +end + + +-- protect tamed mob with rune item +function mobs:protect(self, clicker) + + local name = clicker:get_player_name() + local tool = clicker:get_wielded_item() + local tool_name = tool:get_name() + + if tool_name ~= "mobs:protector" + and tool_name ~= "mobs:protector2" then + return false + end + + if not self.tamed then + minetest.chat_send_player(name, S("Not tamed!")) + return true + end + + if (self.protected and tool_name == "mobs:protector") + or (self.protected == 2 and tool_name == "mobs:protector2") then + minetest.chat_send_player(name, S("Already protected!")) + return true + end + + if not mobs.is_creative(clicker:get_player_name()) then + tool:take_item() -- take 1 protection rune + clicker:set_wielded_item(tool) + end + + -- set protection level + if tool_name == "mobs:protector" then + self.protected = true + else + self.protected = 2 ; self.fire_damage = 0 + end + + local pos = self.object:get_pos() + + pos.y = pos.y + self.collisionbox[2] + 0.5 + + effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) + + self:mob_sound("mobs_spell") + + return true +end + + +local mob_obj = {} +local mob_sta = {} + +-- feeding, taming and breeding (thanks blert2112) +function mobs:feed_tame(self, clicker, feed_count, breed, tame) + + -- can eat/tame with item in hand + if self.follow + and self:follow_holding(clicker) then + + -- if not in creative then take item + if not mobs.is_creative(clicker:get_player_name()) then + + local item = clicker:get_wielded_item() + + item:take_item() + + clicker:set_wielded_item(item) + end + + -- increase health + self.health = self.health + 4 + + if self.health >= self.hp_max then + + self.health = self.hp_max + end + + self.object:set_hp(self.health) + + -- make children grow quicker + if self.child == true then + + -- deduct 10% of the time to adulthood + self.hornytimer = math.floor(self.hornytimer + ( + (CHILD_GROW_TIME - self.hornytimer) * 0.1)) +--print ("====", self.hornytimer) + return true + end + + -- feed and tame + self.food = (self.food or 0) + 1 + self._breed_countdown = feed_count - self.food + + if self.food >= feed_count then + + self.food = 0 + self._breed_countdown = nil + + if breed and self.hornytimer == 0 then + self.horny = true + end + + if tame then + + if self.tamed == false then + minetest.chat_send_player(clicker:get_player_name(), + S("@1 has been tamed!", + self.name:split(":")[2])) + end + + self.tamed = true + self.static_save = true + + if not self.owner or self.owner == "" then + self.owner = clicker:get_player_name() + end + end + + -- make sound when fed so many times + self:mob_sound(self.sounds.random) + end + + self:update_tag() + + return true + end + + local item = clicker:get_wielded_item() + local name = clicker:get_player_name() + + -- if mob has been tamed you can name it with a nametag + if item:get_name() == "mobs:nametag" + and (name == self.owner + or minetest.check_player_privs(name, "protection_bypass")) then + + -- store mob and nametag stack in external variables + mob_obj[name] = self + mob_sta[name] = item + + local tag = self.nametag or "" + local esc = minetest.formspec_escape + + minetest.show_formspec(name, "mobs_nametag", + "size[8,4]" .. + "field[0.5,1;7.5,0;name;" .. + esc(S("Enter name:")) .. + ";" .. tag .. "]" .. + "button_exit[2.5,3.5;3,1;mob_rename;" .. + esc(S("Rename")) .. "]") + + return true + end + + -- if mob follows items and user right clicks while holding sneak it shows info + if self.follow then + + if clicker:get_player_control().sneak then + + if type(self.follow) == "string" then + self.follow = {self.follow} + end + + minetest.chat_send_player(clicker:get_player_name(), + S("@1 follows:\n- @2", + self.name:split(":")[2], + table.concat(self.follow, "\n- "))) + end + end + + return false +end + + +-- inspired by blockmen's nametag mod +minetest.register_on_player_receive_fields(function(player, formname, fields) + + -- right-clicked with nametag and name entered? + if formname == "mobs_nametag" + and fields.name + and fields.name ~= "" then + + local name = player:get_player_name() + + if not mob_obj[name] + or not mob_obj[name].object then + return + end + + -- make sure nametag is being used to name mob + local item = player:get_wielded_item() + + if item:get_name() ~= "mobs:nametag" then + return + end + + -- limit name entered to 64 characters long + if fields.name:len() > 64 then + fields.name = fields.name:sub(1, 64) + end + + -- update nametag + mob_obj[name].nametag = fields.name + + mob_obj[name]:update_tag() + + -- if not in creative then take item + if not mobs.is_creative(name) then + + mob_sta[name]:take_item() + + player:set_wielded_item(mob_sta[name]) + end + + -- reset external variables + mob_obj[name] = nil + mob_sta[name] = nil + end +end) + + +-- compatibility function for old mobs entities to new mobs_redo modpack +function mobs:alias_mob(old_name, new_name) + + -- check old_name entity doesnt already exist + if minetest.registered_entities[old_name] then + return + end + + -- spawn egg + minetest.register_alias(old_name, new_name) + + -- entity + minetest.register_entity(":" .. old_name, { + + physical = false, static_save = false, + + on_activate = function(self, staticdata) + + if minetest.registered_entities[new_name] then + + minetest.add_entity(self.object:get_pos(), new_name, staticdata) + end + + remove_mob(self) + end, + + get_staticdata = function(self) + return self + end + }) +end + + +-- admin command to remove untamed mobs around players +minetest.register_chatcommand("clear_mobs", { + params = "", + description = "Remove untamed mobs from around players.", + privs = {server = true}, + + func = function (name, param) + + local count = 0 + + for _, player in pairs(minetest.get_connected_players()) do + + if player then + + local pos = player:get_pos() + + local objs = minetest.get_objects_inside_radius(pos, 28) + + for _, obj in pairs(objs) do + + if obj then + + local ent = obj:get_luaentity() + + -- only remove mobs redo mobs that are not tamed + if ent and ent._cmi_is_mob and ent.tamed ~= true then + + remove_mob(ent, true) + + count = count + 1 + end + end + end + end + end + + minetest.chat_send_player(name, S("@1 mobs removed.", count)) + end +}) diff --git a/mods/mobs_redo/api.txt b/mods/mobs_redo/api.txt new file mode 100644 index 0000000..76095ae --- /dev/null +++ b/mods/mobs_redo/api.txt @@ -0,0 +1,901 @@ + +Mobs Redo API +============= + +Welcome to the world of mobs in minetest and hopefully an easy guide to defining +your own mobs and having them appear in your worlds. + + +Quick Note +---------- + +Since the mobs redo api checks for nodes around the mob to function, it relies on a +default node incase anything goes wrong, so in the default game this is default:dirt +but for any custom game please make sure the following line is registered with your +preferred dirt node of choice: + +minetest.register_alias("mapgen_dirt", "mymod:my_dirt_node") + + +Registering Mobs +---------------- + +To register a mob and have it ready for use requires the following function: + + mobs:register_mob(name, definition) + +The 'name' of a mob usually starts with the mod name it's running from followed +by it's own name e.g. + + "mobs_monster:sand_monster" or "mymod:totally_awesome_beast" + +... and the 'definition' is a table which holds all of the settings and +functions needed for the mob to work properly which contains the following: + + 'nametag' contains the name which is shown above mob. + 'type' holds the type of mob that inhabits your world e.g. + "animal" usually docile and walking around. + "monster" attacks player or npc on sight. + "npc" walk around and will defend themselves if hit first, they + kill monsters. + 'hp_min' has the minimum health value the mob can spawn with. + 'hp_max' has the maximum health value the mob can spawn with. + 'armor' holds strength of mob, 100 is normal, lower is more powerful + and needs more hits and better weapons to kill. + 'passive' when false allows animals to defend themselves when hit, + otherwise they amble onwards. + 'walk_velocity' is the speed that your mob can walk around. + 'run_velocity' is the speed your mob can run with, usually when attacking. + 'stand_chance' has a 0-100 chance value your mob will stand from walking. + 'walk_chance' has a 0-100 chance value your mob will walk from standing, + set to 0 for jumping mobs only. + 'randomly_turn' if set to false then mob will not turn to face player or + randomly turn while walking or standing. + 'jump' when true allows your mob to jump updwards. + 'jump_height' holds the height your mob can jump, 0 to disable jumping. + 'can_leap' when true obstacles like fences or pits wont stop a mob + from trying to jump out. + 'stepheight' height of a block that your mob can easily walk up onto, + defaults to 1.1. + 'fly' when true allows your mob to fly around instead of walking. + 'fly_in' holds the node name that the mob flies (or swims) around + in e.g. "air" or "default:water_source". + 'keep_flying' when true mobs like birds no longer stop and stand. + 'stay_near' when set allows mobs the chance to stay around certain nodes. + 'nodes' string or table of nodes to stay nearby e.g. "farming:straw" + 'chance' chance of searching for above node(s), default is 10. + 'runaway' if true causes animals to turn and run away when hit. + 'pushable' when true mobs can be pushed by player or other mobs. + 'view_range' how many nodes in distance the mob can see a player. + 'damage' how many health points the mob does to a player or another + mob when melee attacking. + 'damage_group' group in which damage is dealt, dedaults to "fleshy". + 'damage_texture_modifier' applies texture modifier on hit e.g "^[brighten" + 'knock_back' when true has mobs falling backwards when hit, the greater + the damage the more they move back. + 'fear_height' is how high a cliff or edge has to be before the mob stops + walking, 0 to turn off height fear. + 'fall_speed' has the maximum speed the mob can fall at, default is -10. + 'fall_damage' when true causes falling to inflict damage. + 'water_damage' holds the damage per second infliced to mobs when standing in + water. + 'air_damage' holds damage per second inflicted to mob when standing in air. + 'lava_damage' holds the damage per second inflicted to mobs when standing + in lava. + 'fire_damage' holds the damage per second inflicted to mobs when standing + in fire. + + 'light_damage' holds the damage per second inflicted to mobs when light + level is between the min and max values below + 'light_damage_min' minimum light value when mob is affected (default: 14) + 'light_damage_max' maximum light value when mob is affected (default: 15) + 'suffocation' when > 0 mobs will suffocate inside solid blocks and will be + hurt by the value given every second (0 to disable). + 'floats' when set to 1 mob will float in water, 0 has them sink. + 'follow' mobs follow player when holding any of the items which appear + on this table, the same items can be fed to a mob to tame or + breed e.g. {"farming:wheat", "default:apple", "group:fish"} + + 'reach' is how far the mob can attack player when standing + nearby, default is 3 nodes. + 'docile_by_day' when true has mobs wandering around during daylight + hours and only attacking player at night or when + provoked. + 'attack_chance' 0 to 100 chance the mob will attack (default is 5). + 'attack_monsters' when true mob will attack monsters. + 'attack_animals' when true mob will attack animals. + 'attack_npcs' when true mob will attack npcs within range. + 'attack_players' when true mob will attack players nearby. + 'owner_loyal' when true non-docile tamed mobs attack anything player + punches when nearby. + 'group_attack' when true has same mob type grouping together to attack + offender. + 'group_helper' string containing mob name that attacks alongside + current mob when group attacking. + mob is attacking in groups. + 'attack_type' tells the api what a mob does when attacking the player + or another mob: + 'dogfight' is a melee attack when player is within mob reach. + 'shoot' has mob shoot pre-defined arrows at player when inside + view_range. + 'dogshoot' has melee attack when inside reach and shoot attack + when inside view_range. + 'explode' causes mob to stop and explode when inside reach. + 'explosion_radius' the radius of explosion node destruction, + defaults to 1 + 'explosion_damage_radius' the radius of explosion entity & player damage, + defaults to explosion_radius * 2 + 'explosion_timer' number of seconds before mob explodes while its target + is still inside reach or explosion_damage_radius, + defaults to 3. + 'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume + chasing if target leaves the blast radius or line of + sight. Defaults to true. + 'stop_to_explode' When set to true (default), mob must stop and wait for + explosion_timer in order to explode. If false, mob will + continue chasing. + 'arrow' holds the pre-defined arrow object to shoot when + attacking. + 'arrow_override' function that allows tweaking of arrow entity from + inside mob definition (self) passed to function. + 'dogshoot_switch' allows switching between attack types by using timers + (1 for shoot, 2 for dogfight) + 'dogshoot_count_max' contains how many seconds before switching from + dogfight to shoot. + 'dogshoot_count2_max' contains how many seconds before switching from shoot + to dogfight. + 'shoot_interval' has the number of seconds between shots. + 'shoot_offset' holds the y position added as to where the + arrow/fireball appears on mob. + 'specific_attack' has a table of entity names that mob can also attack + e.g. {"player", "mobs_animal:chicken"}. + 'runaway_from' contains a table with mob names to run away from, add + "player" to list to runaway from player also. + 'ignore_invisibility' When true mob will still be able to see and attack + player even if invisible (invisibility mod only). + 'blood_amount' contains the number of blood droplets to appear when + mob is hit. + 'blood_texture' has the texture name to use for droplets e.g. + "mobs_blood.png", or table {"blood1.png", "blood2.png"} + 'pathfinding' set to 1 for mobs to use pathfinder feature to locate + player, set to 2 so they can build/break also (only + works with dogfight attack and when 'mobs_griefing' + in minetest.conf is not false). Adding {unbreakable=1} + to node groups stops them being broken by mobs. + 'immune_to' is a table that holds specific damage when being hit by + certain items e.g. + {"default:sword_wood", 0} -- causes no damage. + {"default:gold_lump", -10} -- heals by 10 health points. + {"default:coal_block", 20} -- 20 damage when hit on head with coal blocks. + {"all"} -- stops all weapons causing damage apart from those on list. + + 'makes_footstep_sound' when true you can hear mobs walking. + 'sounds' this is a table with sounds of the mob + 'distance' maximum distance sounds can be heard, default is 10. + 'random' random sound that plays during gameplay. + 'war_cry' what you hear when mob starts to attack player. + 'attack' what you hear when being attacked. + 'shoot_attack' sound played when mob shoots. + 'damage' sound heard when mob is hurt. + 'death' played when mob is killed. + 'jump' played when mob jumps. + 'fuse' sound played when mob explode timer starts. + 'explode' sound played when mob explodes. + + 'drops' table of items that are dropped when mob is killed, fields are: + 'name' name of item to drop. + 'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc. + 'min' minimum number of items dropped, set to 0 for rare drops. + 'max' maximum number of items dropped. + Note: If weapon has {fire=1} damage group set then cooked items will drop. + Note2: A function can now be passed which can also return drops table, e.g. + drops = function(pos) + -- do something + return { {name = "farming:bread"}, {name = "default:dirt", chance = 2} } + end + + 'visual' holds the look of the mob you wish to create: + 'cube' looks like a normal node + 'sprite' sprite which looks same from all angles. + 'upright_sprite' flat model standing upright. + 'wielditem' how it looks when player holds it in hand. + 'mesh' uses separate object file to define mob. + 'visual_size' has the size of the mob, defaults to {x = 1, y = 1} + 'collisionbox' has the box in which mob can be interacted with the + world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} + 'selectionbox' has the box in which player can interact with mob + 'textures' holds a table list of textures to be used for mob, or you + could use multiple lists inside another table for random + selection e.g. { {"texture1.png"}, {"texture2.png"} } + 'child_texture' holds the texture table for when baby mobs are used. + 'gotten_texture' holds the texture table for when self.gotten value is + true, used for milking cows or shearing sheep. + 'texture_mods' holds a string which overlays a texture on top of the + mob texture e.g. "^saddle.png" + 'mesh' holds the name of the external object used for mob model + e.g. "mobs_cow.b3d" + 'gotten_mesh" holds the name of the external object used for when + self.gotten is true for mobs. + 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back, + 270 = other side. + 'glow' has mob glow without light source, 0 to 15 or nil to disable + 'double_melee_attack' when true has the api choose between 'punch' and + 'punch2' animations. [DEPRECATED] + + 'animation' holds a table containing animation names and settings for use with + mesh models: + 'stand_start' start frame for when mob stands still. + 'stand_end' end frame of stand animation. + 'stand_speed' speed of animation in frames per second. + 'walk_start' when mob is walking around. + 'walk_end' + 'walk_speed' + 'run_start' when a mob runs or attacks. + 'run_end' + 'run_speed' + 'fly_start' when a mob is flying. + 'fly_end' + 'fly_speed' + 'jump_start' when a mob is jumping + 'jump_end' + 'jump_speed' + 'punch_start' when a mob melee attacks. + 'punch_end' + 'punch_speed' + 'punch2_start' alternative melee attack animation. + 'punch2_end' + 'punch2_speed' + 'shoot_start' shooting animation. + 'shoot_end' + 'shoot_speed' + 'die_start' death animation + 'die_end' + 'die_speed' + 'die_loop' when set to false stops the animation looping. + 'die_rotate' if true mob spins during death animation. + + Using '_loop = false' setting will stop any of the above animations from + looping. + + 'speed_normal' is used for animation speed for compatibility with some + older mobs. + + Note: Up to 5 different animations can be used per action e.g. + stand_start, stand_end, stand1_start, stand1_end .. up to stand4_start + + +Node Replacement +---------------- + +Mobs can look around for specific nodes as they walk and replace them to mimic +eating. + + 'replace_what' group of items to replace e.g. + {"farming:wheat_8", "farming:carrot_8"} + or you can use the specific options of what, with and + y offset by using this instead: + { + {"group:grass", "air", 0}, + {"default:dirt_with_grass", "default:dirt", -1} + } + 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg" + 'replace_rate' how random should the replace rate be (typically 10) + 'replace_offset' +/- value to check specific node to replace + + 'on_replace(self, pos, oldnode, newnode)' is called when mob is about to + replace a node. + 'self' ObjectRef of mob + 'pos' Position of node to replace + 'oldnode' Current node + 'newnode' What the node will become after replacing + + If false is returned, the mob will not replace the node. + + By default, replacing sets self.gotten to true and resets the object + properties. (DEPRECATED, use on_replace to make changes). + + +Custom Definition Functions +--------------------------- + +Along with the above mob registry settings we can also use custom functions to +enhance mob functionality and have them do many interesting things: + + 'on_die' a function that is called when the mob is killed the + parameters are (self, pos) + 'on_rightclick' its same as in minetest.register_entity() + 'on_blast' is called when an explosion happens near mob when using TNT + functions, parameters are (object, damage) and returns + (do_damage, do_knockback, drops) + 'on_spawn' is a custom function that runs on mob spawn with 'self' as + variable, return true at end of function to run only once. + 'after_activate' is a custom function that runs once mob has been activated + with these paramaters (self, staticdata, def, dtime) + 'on_breed' called when two similar mobs breed, paramaters are + (parent1, parent2) objects, return false to stop child from + being resized and owner/tamed flags and child textures being + applied. Function itself must spawn new child mob. + 'on_grown' is called when a child mob has grown up, only paramater is + (self). + 'do_punch' called when mob is punched with paramaters (self, hitter, + time_from_last_punch, tool_capabilities, direction), return + false to stop punch damage and knockback from taking place. + 'custom_attack' when set this function is called instead of the normal mob + melee attack, parameters are (self, to_attack) and if true + is returned normal attack function continued. + 'on_die' a function that is called when mob is killed (self, pos), also + has access to self.cause_of_death table. + 'on_flop' function called when flying or swimmimng mob is no longer in + air/water, (self) paramater and return true to skip the built + in api flop feature. + 'do_custom' a custom function that is called every tick while mob is + active and which has access to all of the self.* variables + e.g. (self.health for health or self.standing_in for node + status), return with 'false' to skip remainder of mob API. + + +Internal Variables +------------------ + +The mob api also has some preset variables and functions that it will remember +for each mob. + + 'self.health' contains current health of mob (cannot exceed + self.hp_max) + 'self.texture_list' contains list of all mob textures + 'self.child_texture' contains mob child texture when growing up + 'self.base_texture' contains current skin texture which was randomly + selected from textures list + 'self.gotten' this is used for obtaining milk from cow and wool from + sheep + 'self.horny' when animal fed enough it is set to true and animal can + breed with same animal + 'self.hornytimer' background timer that controls breeding functions and + mob childhood timings + 'self.child' used for when breeding animals have child, will use + child_texture and be half size + 'self.owner' string used to set owner of npc mobs, typically used for + dogs + 'self.order' set to "follow" or "stand" so that npc will follow owner + or stand it's ground + 'self.nametag' contains the name of the mob which it can show above + 'self.state' Current mob state. + "stand": no movement (except turning around) + "walk": walk or move around aimlessly + "attack": chase and attack enemy + "runaway": flee from target + "flop": bounce around aimlessly + (for swimming mobs that have stranded) + "die": during death + + +Adding Mobs in World +-------------------- + + mobs:add_mob(pos, { + name = "mobs_animal:chicken", + child = true, + owner = "singleplayer", + nametag = "Bessy", + ignore_count = true -- ignores mob count per map area + }) + +Returns false if mob could not be added, returns mob object if spawned ok. + + +Removing Mob from World +----------------------- + + mobs:remove(self, decrease) + +Removes mob 'self' from the world and if 'decrease' is true then the mob counter +will also be decreased by one. + + +Spawning Mobs in World +---------------------- + + mobs:spawn({ + name = "mobs_monster:tree_monster", + nodes = {"group:leaves"}, + max_light = 7, + }) + +Spawn functions require the following settings, some of which already have a +default setting and can be omitted: + + 'name' is the name of the animal/monster + 'nodes' is a list of nodenames on that the animal/monster can + spawn on top of (defaults to {"group:dirt", "group:stone"} + 'neighbors' is a list of nodenames on that the animal/monster will + spawn beside (default is {"air"}) + 'interval' is same as in register_abm() (default is 30) + 'chance' is same as in register_abm() (default is 5000) + 'min_light' is the minimum light level (default is 0) + 'max_light' is the maximum light (default is 15) + 'min_height' is the minimum height a mob can spawn (default: -31000) + 'max_height' is the maximum height a mob can spawn (default is 31000) + 'active_object_count' number of this type of mob to spawn at one time inside + map area (default is 1) + 'day_toggle' true for day spawning, false for night or nil for + anytime + 'on_spawn' is a custom function which runs after mob has spawned + and gives self and pos values. + 'on_map_load' when true mobs will have a chance of spawning only + when new areas of map are loaded, interval will not be + used. + +The older spawn functions are still active and working but have no defaults like +the mobs:spawn, so it is recommended to use the above instead. + +mobs:register_spawn(name, nodes, max_light, min_light, chance, + active_object_count, max_height, day_toggle) + +mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, + chance, active_object_count, min_height, max_height, day_toggle, on_spawn) + +A simpler way to handle mob spawns has been added with the mobs:spawn(def) +command which uses above names to make settings clearer: + + +For each mob that spawns with this function is a field in mobs.spawning_mobs. +It tells if the mob should spawn or not. Default is true. So other mods can +only use the API of this mod by disabling the spawning of the default mobs in +this mod. + + +mobs:spawn_abm_check(pos, node, name) + +This global function can be changed to contain additional checks for mobs to +spawn e.g. mobs that spawn only in specific areas and the like. By returning +true the mob will not spawn. + + 'pos' holds the position of the spawning mob + 'node' contains the node the mob is spawning on top of + 'name' is the name of the animal/monster + + +Particle Effects +---------------- + +mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) + +This function provides a quick way to spawn particles as an effect. + + 'pos' center position of particle effect. + 'amount' how many particles. + 'texture' texture filename to use for effect. + 'min_size' smallest particle size. + 'max_size' largest particle size. + 'radius' how far particles spread outward from center. + 'gravity' gravity applied to particles once they spawn. + 'glow' number between 1 and 15 for glowing particles. + 'fall' when true particles fall, false has them rising, nil has them scatter. + + +Making Arrows +------------- + +mobs:register_arrow(name, definition) + +This function registers a arrow for mobs with the attack type shoot. + + 'name' is the name of the arrow + 'definition' is a table with the following values: + 'visual' same is in minetest.register_entity() + 'visual_size' same is in minetest.register_entity() + 'textures' same is in minetest.register_entity() + 'physical' same is in minetest.register_entity() [default: false] + 'collide_with_objects' same as above + 'velocity' the velocity of the arrow + 'drop' if set to true any arrows hitting a node will drop as item + 'hit_player' a function that is called when the arrow hits a player; + this function should hurt the player, the parameters are + (self, player) + 'hit_mob' a function that is called when the arrow hits a mob; + this function should hurt the mob, the parameters are + (self, player) + 'hit_object' a function that is called when the arrow hits an object; + this function parameters are (self, player) + 'hit_node' a function that is called when the arrow hits a node, the + parameters are (self, pos, node) + 'tail' when set to 1 adds a trail or tail to mob arrows + 'tail_texture' texture string used for above effect + 'tail_size' has size for above texture (defaults to between 5 and 10) + 'expire' contains float value for how long tail appears for + (defaults to 0.25) + 'glow' has value for how brightly tail glows 1 to 10 (default is + 0 for no glow) + 'rotate' integer value in degrees to rotate arrow + 'on_step' is a custom function when arrow is active, nil for + default. + 'on_punch' is a custom function when arrow is punched, nil by default + 'collisionbox' is hitbox table for arrow, {-.1,-.1,-.1,.1,.1,.1} by default. + 'lifetime' contains float value for how many seconds arrow exists in + world before being removed (default is 4.5 seconds). + + +Spawn Eggs +---------- + +mobs:register_egg(name, description, background, addegg, no_creative) + +This function registers a spawn egg which can be used to properly spawn in a mob. +Animals are spawned as tamed unless sneak/shift is held while spawning. + + 'name' this is the name of your new mob to spawn e.g. "mob:sheep" + 'description' the name of the new egg you are creating e.g. "Spawn Sheep" + 'background' the texture displayed for the egg in inventory + 'addegg' would you like an egg image in front of your texture (1 = yes, + 0 = no) + 'no_creative' when set to true this stops spawn egg appearing in creative + mode for destructive mobs like Dungeon Masters. + + +Explosion Function +------------------ + +mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead + +mobs:boom(self, pos, radius, damage_radius, texture) + 'self' mob entity + 'pos' centre position of explosion + 'radius' radius of explosion (typically set to 3) + 'damage_radius' radius of damage around explosion + 'texture' particle texture during explosion, defaults to "tnt_smoke.png" + +This function generates an explosion which removes nodes in a specific radius +and damages any entity caught inside the blast radius. Protection will limit +node destruction but not entity damage. + + +Capturing Mobs +-------------- + +mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, + force_take, replacewith) + +This function is generally called inside the on_rightclick section of the mob +api code, it provides a chance of capturing the mob by hand, using the net or +lasso items, and can also have the player take the mob by force if tamed and +replace with another item entirely. + + 'self' mob information + 'clicker' player information + 'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable + 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable + 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to + disable + 'force_take' take mob by force, even if tamed (true or false) + 'replacewith' once captured replace mob with this item instead (overrides + new mob eggs with saved information) + +mobs:force_capture(self, clicker) + +Same as above but does no checks, it simply captures any and all mobs and places +inside a spawn egg containing all of the mob information. + + +Feeding and Taming/Breeding +--------------------------- + +mobs:feed_tame(self, clicker, feed_count, breed, tame) + +This function allows the mob to be fed the item inside self.follow be it apple, +wheat or whatever a set number of times and be tamed or bred as a result. +Will return true when mob is fed with item it likes. + + 'self' mob information + 'clicker' player information + 'feed_count' number of times mob must be fed to tame or breed + 'breed' true or false stating if mob can be bred and a child created + afterwards + 'tame' true or false stating if mob can be tamed so player can pick + them up + + +Protecting Mobs +--------------- + +mobs:protect(self, clicker) + +This function can be used to right-click any tamed mob with mobs:protector item, +this will protect the mob from harm inside of a protected area from other +players. Will return true when mob right-clicked with mobs:protector item. + + 'self' mob information + 'clicker' player information + + +Riding Mobs +----------- + +Mobs can now be ridden by players and the following shows its functions and +usage: + + +mobs:attach(self, player) + +This function attaches a player to the mob so it can be ridden. + + 'self' mob information + 'player' player information + + +mobs:detach(player, offset) + +This function will detach the player currently riding a mob to an offset +position. + + 'player' player information + 'offset' position table containing offset values + + +mobs:drive(self, move_animation, stand_animation, can_fly, dtime) + +This function allows an attached player to move the mob around and animate it at +same time. + + 'self' mob information + 'move_animation' string containing movement animation e.g. "walk" + 'stand_animation' string containing standing animation e.g. "stand" + 'can_fly' if true then jump and sneak controls will allow mob to fly + up and down + 'dtime' tick time used inside drive function + + +mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation) + +This function allows an attached player to fly the mob around using directional +controls. + + 'self' mob information + 'dtime' tick time used inside fly function + 'speed' speed of flight + 'can_shoot' true if mob can fire arrow (sneak and left mouse button + fires) + 'arrow_entity' name of arrow entity used for firing + 'move_animation' string containing name of pre-defined animation e.g. "walk" + or "fly" etc. + 'stand_animation' string containing name of pre-defined animation e.g. + "stand" or "blink" etc. + +Note: animation names above are from the pre-defined animation lists inside mob +registry without extensions. + + +mobs:set_animation(self, name) + +This function sets the current animation for mob, defaulting to "stand" if not +found. + + 'self' mob information + 'name' name of animation + + +Certain variables need to be set before using the above functions: + + 'self.v2' toggle switch used to define below values for the + first time + 'self.max_speed_forward' max speed mob can move forward + 'self.max_speed_reverse' max speed mob can move backwards + 'self.accel' acceleration speed + 'self.terrain_type' integer containing terrain mob can walk on + (1 = water, 2 or 3 = land) + 'self.driver_attach_at' position offset for attaching player to mob + 'self.driver_eye_offset' position offset for attached player view + 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1} + + +mobs:line_of_sight(self, pos1, pos2, stepsize) [DEPRECATED] + +This function is for use within the mobs definition for special use cases and +returns true if a mob can see the player or victim. + +...'self' mob information + 'pos1' position of mob + 'pos2' position of vistim or player + 'stepsize' usually set to 1 + +Use this instead: + + mob_class:line_of_sight(pos1, pos2, stepsize) + + +mobs:can_spawn(pos, name) + +This function checks the surrounding area at [pos] to see if there is enough empty +space to spawn mob [name], if so then a new position is returned for use, +otherwise nil is returned. + + +mobs:is_node_dangerous(mob_object, nodename) + +This function returns true if the node name given is harmful to the mob (mob_object), +it is mainly used when a mob is near a node it has to avoid. + + +Looting Level +------------- + +If a tool is used with 'looting_level' defined under tool_capabilities then mobs can drop +extra items per level up to a maximum of 3 levels. 'looting_level' can also be read from +the tools own meta to override the default. + + +External Settings for "minetest.conf" +------------------------------------ + + 'enable_damage' if true monsters will attack players (default is true) + 'only_peaceful_mobs' if true only animals will spawn in game (default is + false) + 'mobs_disable_blood' if false blood effects appear when mob is hit (default + is false) + 'mobs_spawn_protected' if set to false then mobs will not spawn in protected + areas (default is true) + 'mobs_spawn_monster_protected' if set to false then monsters will not spawn in + protected areas (default is true) + 'remove_far_mobs' if true then untamed mobs that are outside players + visual range will be removed (default is true) + 'mobname' can change specific mob chance rate (0 to disable) and + spawn number e.g. mobs_animal:cow = 1000,5 + 'mob_difficulty' sets difficulty level (health and hit damage + multiplied by this number), defaults to 1.0. + 'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set + to 0.5 to have mobs spawn more or 2.0 to spawn less. + e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of + spawning. + 'mobs_spawn' if false then mobs no longer spawn without spawner or + spawn egg. + 'mobs_drop_items' when false mobs no longer drop items when they die. + 'mobs_griefing' when false mobs cannot break blocks when using either + pathfinding level 2, replace functions or mobs:boom + function. + 'mob_nospawn_range' Minimum range a mob can spawn near player (def: 12) + 'mob_active_limit' Number of active mobs in game, 0 for unlimited + 'mob_area_spawn' When true will check surrounding area the size of the + mob for obstructions before spawning, otherwise it + defaults to checking the height of the mob only. + 'mob_smooth_rotate' Enables smooth rotation when mobs turn by default. + +Players can override the spawn chance for each mob registered by adding a line +to their minetest.conf file with a new value, the lower the value the more each +mob will spawn e.g. + +mobs_animal:sheep 11000 +mobs_monster:sand_monster 100 + +...you can also change how many of a certain mob appear in an active mapblock by +adding a comma and then a new value e.g. + +mobs_animal:cow = 8000,4 <-- 4 cows per mapblock at 8000 spawn chance +mobs_monster:dirt_monster = ,20 <-- 20 dirt monsters per mapblock + + +Rideable Horse Example Mob +-------------------------- + +mobs:register_mob("mob_horse:horse", { + type = "animal", + visual = "mesh", + visual_size = {x = 1.20, y = 1.20}, + mesh = "mobs_horse.x", + collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4}, + animation = { + speed_normal = 15, + speed_run = 30, + stand_start = 25, + stand_end = 75, + walk_start = 75, + walk_end = 100, + run_start = 75, + run_end = 100, + }, + textures = { + {"mobs_horse.png"}, + {"mobs_horsepeg.png"}, + {"mobs_horseara.png"} + }, + fear_height = 3, + runaway = true, + fly = false, + walk_chance = 60, + view_range = 5, + follow = {"farming:wheat"}, + passive = true, + hp_min = 12, + hp_max = 16, + armor = 200, + lava_damage = 5, + fall_damage = 5, + water_damage = 1, + makes_footstep_sound = true, + drops = { + {name = "mobs:meat_raw", chance = 1, min = 2, max = 3} + }, + sounds = { + random = "horse_neigh.ogg", + damage = "horse_whinney.ogg", + }, + + do_custom = function(self, dtime) + + -- set needed values if not already present + if not self.v2 then + self.v2 = 0 + self.max_speed_forward = 6 + self.max_speed_reverse = 2 + self.accel = 6 + self.terrain_type = 3 + self.driver_attach_at = {x = 0, y = 20, z = -2} + self.driver_eye_offset = {x = 0, y = 3, z = 0} + self.driver_scale = {x = 1, y = 1} + end + + -- if driver present allow control of horse + if self.driver then + + mobs.drive(self, "walk", "stand", false, dtime) + + return false -- skip rest of mob functions + end + + return true + end, + + on_die = function(self, pos) + + -- drop saddle when horse is killed while riding + -- also detach from horse properly + if self.driver then + minetest.add_item(pos, "mobs:saddle") + mobs.detach(self.driver, {x = 1, y = 0, z = 1}) + end + + end, + + on_rightclick = function(self, clicker) + + -- make sure player is clicking + if not clicker or not clicker:is_player() then + return + end + + -- feed, tame or heal horse + if mobs:feed_tame(self, clicker, 10, true, true) then + return + end + + -- make sure tamed horse is being clicked by owner only + if self.tamed and self.owner == clicker:get_player_name() then + + local inv = clicker:get_inventory() + + -- detatch player already riding horse + if self.driver and clicker == self.driver then + + mobs.detach(clicker, {x = 1, y = 0, z = 1}) + + -- add saddle back to inventory + if inv:room_for_item("main", "mobs:saddle") then + inv:add_item("main", "mobs:saddle") + else + minetest.add_item(clicker.get_pos(), "mobs:saddle") + end + + -- attach player to horse + elseif not self.driver + and clicker:get_wielded_item():get_name() == "mobs:saddle" then + + self.object:set_properties({stepheight = 1.1}) + mobs.attach(self, clicker) + + -- take saddle from inventory + inv:remove_item("main", "mobs:saddle") + end + end + + -- used to capture horse with magic lasso + mobs:capture_mob(self, clicker, 0, 0, 80, false, nil) + end +}) diff --git a/mods/mobs_redo/crafts.lua b/mods/mobs_redo/crafts.lua new file mode 100644 index 0000000..32dd745 --- /dev/null +++ b/mods/mobs_redo/crafts.lua @@ -0,0 +1,379 @@ + +local S = mobs.intllib + +-- name tag +minetest.register_craftitem("mobs:nametag", { + description = S("Name Tag"), + inventory_image = "mobs_nametag.png", + groups = {flammable = 2, nametag = 1} +}) + +if minetest.get_modpath("dye") and minetest.get_modpath("farming") then + minetest.register_craft({ + output = "mobs:nametag", + recipe = {{"default:paper", "dye:black", "farming:string"}} + }) +end + +-- leather +minetest.register_craftitem("mobs:leather", { + description = S("Leather"), + inventory_image = "mobs_leather.png", + groups = {flammable = 2, leather = 1} +}) + +-- raw meat +minetest.register_craftitem("mobs:meat_raw", { + description = S("Raw Meat"), + inventory_image = "mobs_meat_raw.png", + on_use = minetest.item_eat(3), + groups = {food_meat_raw = 1, flammable = 2} +}) + +-- cooked meat +minetest.register_craftitem("mobs:meat", { + description = S("Meat"), + inventory_image = "mobs_meat.png", + on_use = minetest.item_eat(8), + groups = {food_meat = 1, flammable = 2} +}) + +minetest.register_craft({ + type = "cooking", + output = "mobs:meat", + recipe = "mobs:meat_raw", + cooktime = 5 +}) + +-- lasso +minetest.register_tool("mobs:lasso", { + description = S("Lasso (right-click animal to put in inventory)"), + inventory_image = "mobs_magic_lasso.png", + groups = {flammable = 2} +}) + +if minetest.get_modpath("farming") then + + minetest.register_craft({ + output = "mobs:lasso", + recipe = { + {"farming:string", "", "farming:string"}, + {"", "default:diamond", ""}, + {"farming:string", "", "farming:string"} + } + }) +end + +minetest.register_alias("mobs:magic_lasso", "mobs:lasso") + +-- net +minetest.register_tool("mobs:net", { + description = S("Net (right-click animal to put in inventory)"), + inventory_image = "mobs_net.png", + groups = {flammable = 2} +}) + +if minetest.get_modpath("farming") then + + minetest.register_craft({ + output = "mobs:net", + recipe = { + {"group:stick", "", "group:stick"}, + {"group:stick", "", "group:stick"}, + {"farming:string", "group:stick", "farming:string"} + } + }) +end + +-- shears (right click to shear animal) +minetest.register_tool("mobs:shears", { + description = S("Steel Shears (right-click to shear)"), + inventory_image = "mobs_shears.png", + groups = {flammable = 2} +}) + +minetest.register_craft({ + output = "mobs:shears", + recipe = { + {"", "default:steel_ingot", ""}, + {"", "group:stick", "default:steel_ingot"} + } +}) + +-- protection rune +minetest.register_craftitem("mobs:protector", { + description = S("Mob Protection Rune"), + inventory_image = "mobs_protector.png", + groups = {flammable = 2} +}) + +minetest.register_craft({ + output = "mobs:protector", + recipe = { + {"default:stone", "default:stone", "default:stone"}, + {"default:stone", "default:goldblock", "default:stone"}, + {"default:stone", "default:stone", "default:stone"} + } +}) + +-- level 2 protection rune +minetest.register_craftitem("mobs:protector2", { + description = S("Mob Protection Rune (Level 2)"), + inventory_image = "mobs_protector2.png", + groups = {flammable = 2} +}) + +minetest.register_craft({ + output = "mobs:protector2", + recipe = { + {"mobs:protector", "default:mese_crystal", "mobs:protector"}, + {"default:mese_crystal", "default:diamondblock", "default:mese_crystal"}, + {"mobs:protector", "default:mese_crystal", "mobs:protector"} + } +}) + +-- saddle +minetest.register_craftitem("mobs:saddle", { + description = S("Saddle"), + inventory_image = "mobs_saddle.png", + groups = {flammable = 2, saddle = 1} +}) + +minetest.register_craft({ + output = "mobs:saddle", + recipe = { + {"mobs:leather", "mobs:leather", "mobs:leather"}, + {"mobs:leather", "default:steel_ingot", "mobs:leather"}, + {"mobs:leather", "default:steel_ingot", "mobs:leather"} + } +}) + + +-- make sure we can register fences +local mod_def = minetest.get_modpath("default") + +if mod_def and default.register_fence then + +-- mob fence (looks like normal fence but collision is 2 high) +default.register_fence("mobs:fence_wood", { + description = S("Mob Fence"), + texture = "default_wood.png", + material = "default:fence_wood", + groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, + sounds = mod_def and default.node_sound_wood_defaults(), + collision_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 1.9, 0.5}, + } + } +}) +end + +-- mob fence top (has enlarged collisionbox to stop mobs getting over) +minetest.register_node("mobs:fence_top", { + description = S("Mob Fence Top"), + drawtype = "nodebox", + tiles = {"default_wood.png"}, + paramtype = "light", + is_ground_content = false, + groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, + sounds = mod_def and default.node_sound_wood_defaults(), + node_box = { + type = "fixed", + fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2} + }, + collision_box = { + type = "fixed", + fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4} + }, + selection_box = { + type = "fixed", + fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4} + } +}) + +minetest.register_craft({ + output = "mobs:fence_top 12", + recipe = { + {"group:wood", "group:wood", "group:wood"}, + {"", "default:fence_wood", ""} + } +}) + + +-- items that can be used as fuel +minetest.register_craft({ + type = "fuel", + recipe = "mobs:nametag", + burntime = 3 +}) + +minetest.register_craft({ + type = "fuel", + recipe = "mobs:lasso", + burntime = 7 +}) + +minetest.register_craft({ + type = "fuel", + recipe = "mobs:net", + burntime = 8 +}) + +minetest.register_craft({ + type = "fuel", + recipe = "mobs:leather", + burntime = 4 +}) + +minetest.register_craft({ + type = "fuel", + recipe = "mobs:saddle", + burntime = 7 +}) + +minetest.register_craft({ + type = "fuel", + recipe = "mobs:fence_wood", + burntime = 7 +}) + +minetest.register_craft({ + type = "fuel", + recipe = "mobs:fence_top", + burntime = 2 +}) + + +-- this tool spawns same mob and adds owner, protected, nametag info +-- then removes original entity, this is used for fixing any issues. +-- also holding sneak while punching mob lets you change texture name. + +local tex_obj + +minetest.register_tool(":mobs:mob_reset_stick", { + description = S("Mob Reset Stick"), + inventory_image = "default_stick.png^[colorize:#ff000050", + stack_max = 1, + groups = {not_in_creative_inventory = 1}, + + on_use = function(itemstack, user, pointed_thing) + + if pointed_thing.type ~= "object" then + return + end + + local obj = pointed_thing.ref + + local control = user:get_player_control() + local sneak = control and control.sneak + + -- spawn same mob with saved stats, with random texture + if obj and not sneak then + + local self = obj:get_luaentity() + local obj2 = minetest.add_entity(obj:get_pos(), self.name) + + if obj2 then + + local ent2 = obj2:get_luaentity() + + ent2.protected = self.protected + ent2.owner = self.owner + ent2.nametag = self.nametag + ent2.gotten = self.gotten + ent2.tamed = self.tamed + ent2.health = self.health + ent2.order = self.order + + if self.child then + obj2:set_velocity({x = 0, y = self.jump_height, z = 0}) + end + + obj2:set_properties({nametag = self.nametag}) + + obj:remove() + end + end + + -- display form to enter texture name ending in .png + if obj and sneak then + + tex_obj = obj + + -- get base texture + local bt = tex_obj:get_luaentity().base_texture[1] + + if type(bt) ~= "string" then + bt = "" + end + + local name = user:get_player_name() + + minetest.show_formspec(name, "mobs_texture", "size[8,4]" + .. "field[0.5,1;7.5,0;name;" + .. minetest.formspec_escape(S("Enter texture:")) .. ";" .. bt .. "]" + .. "button_exit[2.5,3.5;3,1;mob_texture_change;" + .. minetest.formspec_escape(S("Change")) .. "]") + end + end +}) + +minetest.register_on_player_receive_fields(function(player, formname, fields) + + -- right-clicked with nametag and name entered? + if formname == "mobs_texture" + and fields.name + and fields.name ~= "" then + + -- does mob still exist? + if not tex_obj + or not tex_obj:get_luaentity() then + return + end + + -- make sure nametag is being used to name mob + local item = player:get_wielded_item() + + if item:get_name() ~= "mobs:mob_reset_stick" then + return + end + + -- limit name entered to 64 characters long + if fields.name:len() > 64 then + fields.name = fields.name:sub(1, 64) + end + + -- update texture + local self = tex_obj:get_luaentity() + + self.base_texture = {fields.name} + + tex_obj:set_properties({textures = {fields.name}}) + + -- reset external variable + tex_obj = nil + end +end) + + +-- Meat Block (thanks to painterlypack.net for allowing me to use these textures) +minetest.register_node("mobs:meatblock", { + description = S("Meat Block"), + tiles = {"mobs_meat_top.png", "mobs_meat_bottom.png", "mobs_meat_side.png"}, + paramtype2 = "facedir", + groups = {choppy = 1, oddly_breakable_by_hand = 1, flammable = 2}, + sounds = mod_def and default.node_sound_leaves_defaults(), + on_place = minetest.rotate_node, + on_use = minetest.item_eat(20) +}) + +minetest.register_craft({ + output = "mobs:meatblock", + recipe = { + {"group:food_meat", "group:food_meat", "group:food_meat"}, + {"group:food_meat", "group:food_meat", "group:food_meat"}, + {"group:food_meat", "group:food_meat", "group:food_meat"} + } +}) diff --git a/mods/mobs_redo/depends.txt b/mods/mobs_redo/depends.txt new file mode 100644 index 0000000..6297913 --- /dev/null +++ b/mods/mobs_redo/depends.txt @@ -0,0 +1,11 @@ +default? +tnt? +dye? +farming? +invisibility? +intllib? +lucky_block? +cmi? +toolranks? +pathfinder? +player_api? diff --git a/mods/mobs_redo/description.txt b/mods/mobs_redo/description.txt new file mode 100644 index 0000000..919852a --- /dev/null +++ b/mods/mobs_redo/description.txt @@ -0,0 +1 @@ +Adds a mob api for mods to add animals or monsters etc. \ No newline at end of file diff --git a/mods/mobs_redo/init.lua b/mods/mobs_redo/init.lua new file mode 100644 index 0000000..4632238 --- /dev/null +++ b/mods/mobs_redo/init.lua @@ -0,0 +1,25 @@ + +local path = minetest.get_modpath("mobs") + +-- Peaceful player privilege +minetest.register_privilege("peaceful_player", { + description = "Prevents Mobs Redo mobs from attacking player", + give_to_singleplayer = false +}) + +-- Mob API +dofile(path .. "/api.lua") + +-- Rideable Mobs +dofile(path .. "/mount.lua") + +-- Mob Items +dofile(path .. "/crafts.lua") + +-- Mob Spawner +dofile(path .. "/spawner.lua") + +-- Lucky Blocks +dofile(path .. "/lucky_block.lua") + +print("[MOD] Mobs Redo loaded") diff --git a/mods/mobs_redo/license.txt b/mods/mobs_redo/license.txt new file mode 100644 index 0000000..fec6f6a --- /dev/null +++ b/mods/mobs_redo/license.txt @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2016 TenPlus1 + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/mods/mobs_redo/locale/de_DE.po b/mods/mobs_redo/locale/de_DE.po new file mode 100644 index 0000000..ac406bf --- /dev/null +++ b/mods/mobs_redo/locale/de_DE.po @@ -0,0 +1,131 @@ +# Mobs Redo translation. +# Copyright (C) 2017 TenPlus1 +# This file is distributed under the same license as the mobs package. +# Wuzzy , 2017 +# +msgid "" +msgstr "" +"Project-Id-Version: mobs\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: 2017-07-02 14:27+0200\n" +"Last-Translator: Wuzzy \n" +"Language-Team: \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"X-Generator: Poedit 2.0.2\n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Kreatur wurde geschützt!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1 (Gezähmt)" + +#: api.lua +msgid "Not tamed!" +msgstr "Nicht gezähmt!" + +#: api.lua +msgid "@1 is owner!" +msgstr "@1 ist der Besitzer!" + +#: api.lua +msgid "Missed!" +msgstr "Daneben!" + +#: api.lua +msgid "Already protected!" +msgstr "Bereits geschützt!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1 bei voller Gesundheit (@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 wurde gezähmt!" + +#: api.lua +msgid "Enter name:" +msgstr "Namen eingeben:" + +#: api.lua +msgid "Rename" +msgstr "Umbenennen" + +#: crafts.lua +msgid "Name Tag" +msgstr "Namensschild" + +#: crafts.lua +msgid "Leather" +msgstr "Leder" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Rohes Fleisch" + +#: crafts.lua +msgid "Meat" +msgstr "Fleisch" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Lasso (Rechtsklick auf Tier, um es zu nehmen)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Netz (Rechtsklick auf Tier, um es zu nehmen)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Stahlschere (Rechtsklick zum Scheren)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Kreaturschutzrune" + +#: crafts.lua +msgid "Saddle" +msgstr "Sattel" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Kreaturen Zaun" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Kreaturenspawner" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Kreatur MinLicht MaxLicht Menge SpielerEntfng" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Nicht aktiv (Einstellungen eingeben)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Spawner aktiv (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Kreaturenspawner-Einstellungen gescheitert!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"Syntax: „name min_licht[0-14] max_licht[0-14] max_mobs_im_gebiet[0 zum " +"Deaktivieren] distanz[1-20] y_versatz[-10 bis 10]“" diff --git a/mods/mobs_redo/locale/es.po b/mods/mobs_redo/locale/es.po new file mode 100644 index 0000000..849db66 --- /dev/null +++ b/mods/mobs_redo/locale/es.po @@ -0,0 +1,128 @@ +# Mobs Redo translation. +# Copyright (C) 2017 TenPlus1 +# This file is distributed under the same license as the mobs package. +# Wuzzy , 2017 +# +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-16 16:48+0200\n" +"PO-Revision-Date: 2017-07-16 16:48+0200\n" +"Last-Translator: Aleks \n" +"Language-Team: \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "" + +#: api.lua +msgid "Mob has been protected!" +msgstr "El mob ha sido protegido!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1 (Domesticado)" + +#: api.lua +msgid "Not tamed!" +msgstr "No domesticado!" + +#: api.lua +msgid "@1 is owner!" +msgstr "@1 es el dueño!" + +#: api.lua +msgid "Missed!" +msgstr "Perdido!" + +#: api.lua +msgid "Already protected!" +msgstr "Ya está protegido!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1 con salud llena (@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 ha sido domesticado!" + +#: api.lua +msgid "Enter name:" +msgstr "Ingrese nombre:" + +#: api.lua +msgid "Rename" +msgstr "Renombrar" + +#: crafts.lua +msgid "Name Tag" +msgstr "Nombrar etiqueta" + +#: crafts.lua +msgid "Leather" +msgstr "Cuero" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Carne cruda" + +#: crafts.lua +msgid "Meat" +msgstr "Carne" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Lazo (click derecho en animal para colocar en inventario)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Red (click derecho en animal para colocar en inventario)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Tijera de acero (click derecho para esquilar)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Runa de protección de Mob" + +#: crafts.lua +msgid "Saddle" +msgstr "Montura" + +#: crafts.lua +msgid "Mob Fence" +msgstr "" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Generador de Mob" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob LuzMin LuzMax Cantidad DistJugador" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Generador no activo (ingrese config)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Generador activo (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Configuracion de generador de Mob falló!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "Sintaxis: “nombre luz_min[0-14] luz_max[0-14] max_mobs_en_area[0 para deshabilitar] " +"distancia[1-20] compensacion[-10 a 10]”" diff --git a/mods/mobs_redo/locale/fr.po b/mods/mobs_redo/locale/fr.po new file mode 100644 index 0000000..53b5f9f --- /dev/null +++ b/mods/mobs_redo/locale/fr.po @@ -0,0 +1,136 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: \n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-29 09:13+0200\n" +"PO-Revision-Date: 2020-08-13 21:20+0500\n" +"Last-Translator: Olivier Dragon \n" +"Language-Team: \n" +"Language: fr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** Mode pacifique activé - Aucun monstre ne sera généré" + +#: api.lua +msgid "Mob has been protected!" +msgstr "L'animal a été protégé !" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1 (apprivoisé)" + +#: api.lua +msgid "Not tamed!" +msgstr "Non-apprivoisé !" + +#: api.lua +msgid "@1 is owner!" +msgstr "Appartient à @1 !" + +#: api.lua +msgid "Missed!" +msgstr "Raté !" + +#: api.lua +msgid "Already protected!" +msgstr "Déjà protégé !" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1 est en pleine forme (@2) " + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 a été apprivoisé ! " + +#: api.lua +msgid "Enter name:" +msgstr "Saisissez un nom :" + +#: api.lua +msgid "Rename" +msgstr "Renommer" + +#: crafts.lua +msgid "Name Tag" +msgstr "Étiquette de collier" + +#: crafts.lua +msgid "Leather" +msgstr "Cuir" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Viande crue" + +#: crafts.lua +msgid "Meat" +msgstr "Viande" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Lasso (clic droit sur l'animal pour le mettre dans l'inventaire)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Filet (clic droit sur l'animal pour le mettre dans l'inventaire)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Ciseaux à laine (clic droit pour tondre)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Rune de protection des animaux" + +#: crafts.lua +msgid "Saddle" +msgstr "Selle" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Clôture à animaux" + +#: crafts.lua +msgid "Mob Fence Top" +msgstr "Haut de clôture à animaux" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Générateur de mob" + +#: spawner.lua +msgid "(mob name) (min light) (max light) (amount) (player distance) (Y offset)" +msgstr "(Nom) (MinLumière) (MaxLumière) (Quantité) (Distance du Joueur) (Décalage en Y)" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Générateur non actif (entrez les paramètres)" + +#: spawner.lua +msgid "Command:" +msgstr "Commande:" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Générateur actif (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Echec des paramètres du générateur" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "Syntaxe : “nom min_lumière[0-14] max_lumière[0-14] max_mobs_dans_zone[0 pour désactiver] distance[1-20] décalage_y[-10 à 10]“" diff --git a/mods/mobs_redo/locale/it.po b/mods/mobs_redo/locale/it.po new file mode 100644 index 0000000..a40c33f --- /dev/null +++ b/mods/mobs_redo/locale/it.po @@ -0,0 +1,131 @@ +# ITALIAN LOCALE FILE FOR THE MOBS REDO MODULE +# Copyright (c) 2014 Krupnov Pavel and 2016 TenPlus1 +# This file is distributed under the same license as the MOBS REDO package. +# Hamlet , 2017. +# +msgid "" +msgstr "" +"Project-Id-Version: Italian locale file for the Mobs Redo module\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: 2020-05-11 13:33+0200\n" +"Last-Translator: Hamlet \n" +"Language-Team: \n" +"Language: it\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"X-Generator: Poedit 2.2.1\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** Modalità pacifica attiva - non comparirà nessun mostro" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Il mob è stato protetto!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1 (Addomesticato)" + +#: api.lua +msgid "Not tamed!" +msgstr "Non addomesticato!" + +#: api.lua +msgid "@1 is owner!" +msgstr "Il padrone è @1!" + +#: api.lua +msgid "Missed!" +msgstr "Mancato!" + +#: api.lua +msgid "Already protected!" +msgstr "Già protetto!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1 in piena salute (@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 è stato addomesticato!" + +#: api.lua +msgid "Enter name:" +msgstr "Inserire il nome:" + +#: api.lua +msgid "Rename" +msgstr "Rinomina" + +#: crafts.lua +msgid "Name Tag" +msgstr "Targhetta" + +#: crafts.lua +msgid "Leather" +msgstr "Pelle" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Carne cruda" + +#: crafts.lua +msgid "Meat" +msgstr "Carne" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Lazo (click di destro per mettere l'animale nell'inventario)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Rete (click destro per mettere l'animale nell'inventario)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Cesoie d'acciaio (click destro per tosare)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Runa di protezione per mob" + +#: crafts.lua +msgid "Saddle" +msgstr "Sella" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Recinzione per mob" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Generatore di mob" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob LuceMin LuceMax Ammontare DistGiocat." + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Generatore inattivo (inserire le impostazioni)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Generatore attivo (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Impostazioni del generatore di mob fallite!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"Sintassi: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 per " +"disabilitare] distance[1-20] y_offset[-10 fino a 10]”" diff --git a/mods/mobs_redo/locale/mobs.de.tr b/mods/mobs_redo/locale/mobs.de.tr new file mode 100644 index 0000000..f11b665 --- /dev/null +++ b/mods/mobs_redo/locale/mobs.de.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +@1 (Tamed)=@1 (Gezähmt) +@1 at full health (@2)=@1 bei voller Gesundheit (@2) +@1 has been tamed!=@1 wurde gezähmt! +@1 is owner!=@1 ist der Besitzer! +#Active Mob Limit Reached!= +Already protected!=Bereits geschützt! +#Change= +#Command:= +Enter name:=Namen eingeben: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lasso (Rechtsklick auf Tier, um es zu nehmen) +Leather=Leder +Meat=Fleisch +Missed!=Daneben! +Mob Fence=Kreaturen Zaun +#Mob Fence Top= +Mob Protection Rune=Kreaturschutzrune +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Kreaturenspawner-Einstellungen gescheitert! +Mob has been protected!=Kreatur wurde geschützt! +Name Tag=Namensschild +Net (right-click animal to put in inventory)=Netz (Rechtsklick auf Tier, um es zu nehmen) +Not tamed!=Nicht gezähmt! +Raw Meat=Rohes Fleisch +Rename=Umbenennen +Saddle=Sattel +Spawner Active (@1)=Spawner aktiv (@1) +Spawner Not Active (enter settings)=Nicht aktiv (Einstellungen eingeben) +Steel Shears (right-click to shear)=Stahlschere (Rechtsklick zum Scheren) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.en.tr b/mods/mobs_redo/locale/mobs.en.tr new file mode 100644 index 0000000..fab62b7 --- /dev/null +++ b/mods/mobs_redo/locale/mobs.en.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= +#@1 at full health (@2)= +#@1 has been tamed!= +#@1 is owner!= +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= +#Enter name:= +#Enter texture:= +#Lasso (right-click animal to put in inventory)= +#Leather= +#Meat= +#Missed!= +#Mob Fence= +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= +#Mob Spawner settings failed!= +#Mob has been protected!= +#Name Tag= +#Net (right-click animal to put in inventory)= +#Not tamed!= +#Raw Meat= +#Rename= +#Saddle= +#Spawner Active (@1)= +#Spawner Not Active (enter settings)= +#Steel Shears (right-click to shear)= +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.es.tr b/mods/mobs_redo/locale/mobs.es.tr new file mode 100644 index 0000000..29ee934 --- /dev/null +++ b/mods/mobs_redo/locale/mobs.es.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +@1 (Tamed)=@1 (Domesticado) +@1 at full health (@2)=@1 con salud llena (@2) +@1 has been tamed!=@1 ha sido domesticado! +@1 is owner!=@1 es el dueño! +#Active Mob Limit Reached!= +Already protected!=Ya está protegido! +#Change= +#Command:= +Enter name:=Ingrese nombre: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lazo (click derecho en animal para colocar en inventario) +Leather=Cuero +Meat=Carne +Missed!=Perdido! +#Mob Fence= +#Mob Fence Top= +Mob Protection Rune=Runa de protección de Mob +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Configuracion de generador de Mob falló! +Mob has been protected!=El mob ha sido protegido! +Name Tag=Nombrar etiqueta +Net (right-click animal to put in inventory)=Red (click derecho en animal para colocar en inventario) +Not tamed!=No domesticado! +Raw Meat=Carne cruda +Rename=Renombrar +Saddle=Montura +Spawner Active (@1)=Generador activo (@1) +Spawner Not Active (enter settings)=Generador no activo (ingrese config) +Steel Shears (right-click to shear)=Tijera de acero (click derecho para esquilar) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.fr.tr b/mods/mobs_redo/locale/mobs.fr.tr new file mode 100644 index 0000000..3e137fb --- /dev/null +++ b/mods/mobs_redo/locale/mobs.fr.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Mode pacifique activé - aucun monstre ne sera généré +@1 (Tamed)=@1 (apprivoisé) +@1 at full health (@2)=@1 est en pleine forme (@2) +@1 has been tamed!=@1 a été apprivoisé ! +@1 is owner!=Appartient à @1 ! +Active Mob Limit Reached!=Limite atteinte du nombre des êtres vivants actifs ! +Already protected!=Déjà protégé ! +Change=Changer +Command:=Commande : +Enter name:=Saisissez un nom : +Enter texture:=Saisissez une texture : +Lasso (right-click animal to put in inventory)=Lasso (clic droit sur l'animal pour le mettre dans l'inventaire) +Leather=Cuir +Meat=Viande +Missed!=Raté ! +Mob Fence= Clôture à animaux +Mob Fence Top=Haut de clôture à animaux +Mob Protection Rune=Rune de protection des animaux +Mob Reset Stick=Baguette de réinitialisation des êtres vivants +Mob Spawner=Créateur d'êtres vivants +Mob Spawner settings failed!=Échec des paramètres du créateur d'être vivants ! +Mob has been protected!=L'animal a été protégé ! +Name Tag=Étiquette de collier +Net (right-click animal to put in inventory)=Filet (clic droit sur l'animal pour le mettre dans l'inventaire) +Not tamed!=Non-apprivoisé ! +Raw Meat=Viande crue +Rename=Renommer +Saddle=Selle +Spawner Active (@1)=Créateur actif (@1) +Spawner Not Active (enter settings)=Créateur non actif (entrez les paramètres) +Steel Shears (right-click to shear)=Ciseaux à laine (clic droit pour tondre) +Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”=Syntaxe : «name min_lumière[0-14] max_lumière[0-14] max_être_vivant_dans_région[0 pour désactiver] distance_joueur[1-20] décalage_y[-10 to 10]» +lifetimer expired, removed @1=Être immortel expiré ; @1 retiré diff --git a/mods/mobs_redo/locale/mobs.it.tr b/mods/mobs_redo/locale/mobs.it.tr new file mode 100644 index 0000000..6b5edd9 --- /dev/null +++ b/mods/mobs_redo/locale/mobs.it.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Modalità pacifica attiva - non comparirà nessun mostro +@1 (Tamed)=@1 (Addomesticato) +@1 at full health (@2)=@1 in piena salute (@2) +@1 has been tamed!=@1 è stato addomesticato! +@1 is owner!=Il padrone è @1! +#Active Mob Limit Reached!= +Already protected!=Già protetto! +#Change= +#Command:= +Enter name:=Inserire il nome: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lazo (click di destro per mettere l'animale nell'inventario) +Leather=Pelle +Meat=Carne +Missed!=Mancato! +Mob Fence=Recinzione per mob +#Mob Fence Top= +Mob Protection Rune=Runa di protezione per mob +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Impostazioni del generatore di mob fallite! +Mob has been protected!=Il mob è stato protetto! +Name Tag=Targhetta +Net (right-click animal to put in inventory)=Rete (click destro per mettere l'animale nell'inventario) +Not tamed!=Non addomesticato! +Raw Meat=Carne cruda +Rename=Rinomina +Saddle=Sella +Spawner Active (@1)=Generatore attivo (@1) +Spawner Not Active (enter settings)=Generatore inattivo (inserire le impostazioni) +Steel Shears (right-click to shear)=Cesoie d'acciaio (click destro per tosare) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.ms.tr b/mods/mobs_redo/locale/mobs.ms.tr new file mode 100644 index 0000000..f79e2fb --- /dev/null +++ b/mods/mobs_redo/locale/mobs.ms.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul +@1 (Tamed)=@1 (Jinak) +@1 at full health (@2)=Mata kesihatan @1 telah penuh (@2) +@1 has been tamed!=@1 telah dijinakkan! +@1 is owner!=Ini hak milik @1! +#Active Mob Limit Reached!= +Already protected!=Telah dilindungi! +#Change= +#Command:= +Enter name:=Masukkan nama: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Tanjul (klik-kanan haiwan untuk masukkan ke inventori) +Leather=Kulit +Meat=Daging Bakar +Missed!=Terlepas! +Mob Fence=Pagar Mob +#Mob Fence Top= +Mob Protection Rune=Rune Perlindungan Mob +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Penetapan Pewujud Mob gagal! +Mob has been protected!=Mob telah pun dilindungi! +Name Tag=Tanda Nama +Net (right-click animal to put in inventory)=Jaring (klik-kanan haiwan untuk masukkan ke inventori) +Not tamed!=Belum dijinakkan! +Raw Meat=Daging Mentah +Rename=Namakan semula +Saddle=Pelana +Spawner Active (@1)=Pewujud Mob Aktif (@1) +Spawner Not Active (enter settings)=Pewujud Mob Tidak Aktif (masukkan tetapan) +Steel Shears (right-click to shear)=Ketam Keluli (klik-kanan untuk mengetam bulu biri-biri) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.pt.tr b/mods/mobs_redo/locale/mobs.pt.tr new file mode 100644 index 0000000..b62e989 --- /dev/null +++ b/mods/mobs_redo/locale/mobs.pt.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= +@1 at full health (@2)=@1 em plena saude (@2) +@1 has been tamed!=@1 foi domesticado! +@1 is owner!=Dono @1! +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= +Enter name:=Insira um nome: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Laço (clique-direito no animal para por no inventario) +Leather=Couro +Meat=Carne +Missed!=Faltou! +#Mob Fence= +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Configuraçao de Spawnador do Mob falhou! +#Mob has been protected!= +Name Tag=Etiqueta +Net (right-click animal to put in inventory)=Net (clique-direito no animal para por no inventario) +Not tamed!=Indomesticado! +Raw Meat=Carne crua +Rename=Renomear +#Saddle= +Spawner Active (@1)=Spawnador Ativo (@1) +Spawner Not Active (enter settings)=Spawnador Inativo (configurar) +Steel Shears (right-click to shear)=Tesoura de Aço (clique-direito para tosquiar) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.ru.tr b/mods/mobs_redo/locale/mobs.ru.tr new file mode 100644 index 0000000..f7c201a --- /dev/null +++ b/mods/mobs_redo/locale/mobs.ru.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Мирный модус активирован - монстры не спаунятся +@1 (Tamed)=@1 (Прирученный) +@1 at full health (@2)=@1 при полном здоровье (@2) +@1 has been tamed!=@1 приручен +@1 is owner!=@1 владелец +#Active Mob Limit Reached!= +Already protected!=Уже защищен! +#Change= +#Command:= +Enter name:=Введите имя: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Лассо (Правый клик - положить животное в инвентарь) +Leather=Кожа +Meat=Мясо +Missed!=Промазал! +Mob Fence=Забор от мобов +#Mob Fence Top= +Mob Protection Rune=Защитная руна мобов +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Настройки спаунера моба провалились +Mob has been protected!=Моб защищен! +Name Tag=Новый тэг +Net (right-click animal to put in inventory)=Сеть (Правый клик - положить животное в инвентарь) +Not tamed!=Не прирученный +Raw Meat=Сырое мясо +Rename=Переименовать +Saddle=Седло +Spawner Active (@1)=Активные спаунер (@1) +Spawner Not Active (enter settings)=Спаунер не активен (введите настройки) +Steel Shears (right-click to shear)=Ножницы (Правый клик - подстричь) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.tr.tr b/mods/mobs_redo/locale/mobs.tr.tr new file mode 100644 index 0000000..6e28706 --- /dev/null +++ b/mods/mobs_redo/locale/mobs.tr.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= +@1 at full health (@2)=@1 tam canında (@2) +@1 has been tamed!=@1 tamamen evcilleştirilmiştir! +@1 is owner!=Sahibi @1! +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= +Enter name:=İsim gir: +#Enter texture:= +Lasso (right-click animal to put in inventory)=Kement (hayvana sağ tıklayarak envantere koy) +Leather=Deri +Meat=Et +Missed!=Kaçırdın! +Mob Fence=Canavar Yaratıcı +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Yaratıcı ayarları uygulanamadı. +#Mob has been protected!= +Name Tag=İsim etiketi +Net (right-click animal to put in inventory)=Ağ (hayvana sağ tıklayarak envantere koy) +Not tamed!=Evcil değil! +Raw Meat=Çiğ et +Rename=Yeniden adlandır +#Saddle= +Spawner Active (@1)=Yaratıcı aktif (@1) +Spawner Not Active (enter settings)=Yaratıcı aktif değil (ayarlara gir) +Steel Shears (right-click to shear)=Çelik makas (sağ tıklayarak kes) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.zh_CN.tr b/mods/mobs_redo/locale/mobs.zh_CN.tr new file mode 100644 index 0000000..fe7556c --- /dev/null +++ b/mods/mobs_redo/locale/mobs.zh_CN.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——没有怪物会产生 +@1 (Tamed)=@1(已驯服) +@1 at full health (@2)=@1已经满血(@2) +@1 has been tamed!=@1已经被驯服! +@1 is owner!=@1 是主人 +#Active Mob Limit Reached!= +Already protected!=已经被保护! +#Change= +#Command:= +Enter name:=输入名称: +#Enter texture:= +Lasso (right-click animal to put in inventory)=套索(右键单击动物以放入物品栏) +Leather=皮革 +Meat=肉 +Missed!=没抓住! +Mob Fence=Mob 栅栏 +#Mob Fence Top= +Mob Protection Rune=Mob 保护符文 +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Mob 孵化器设置失败! +Mob has been protected!=Mob 已经被保护了! +Name Tag=名称标签 +Net (right-click animal to put in inventory)=网(右键单击动物以放入物品栏) +Not tamed!=没有驯服! +Raw Meat=生肉 +Rename=重新命名 +Saddle=鞍 +Spawner Active (@1)=孵化器正在运转(@1) +Spawner Not Active (enter settings)=孵化器未使用(输入设置) +Steel Shears (right-click to shear)=钢剪(右键单击以剪切) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/mobs.zh_TW.tr b/mods/mobs_redo/locale/mobs.zh_TW.tr new file mode 100644 index 0000000..89bed26 --- /dev/null +++ b/mods/mobs_redo/locale/mobs.zh_TW.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——沒有怪物會產生 +@1 (Tamed)=@1(已馴服) +@1 at full health (@2)=@1已經滿血(@2) +@1 has been tamed!=@1已經被馴服! +@1 is owner!=@1 是主人 +#Active Mob Limit Reached!= +Already protected!=已經被保護! +#Change= +#Command:= +Enter name:=輸入名稱: +#Enter texture:= +Lasso (right-click animal to put in inventory)=套索(右鍵單擊動物以放入物品欄) +Leather=皮革 +Meat=肉 +Missed!=沒抓住! +Mob Fence=Mob 柵欄 +#Mob Fence Top= +Mob Protection Rune=Mob 保護符文 +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Mob 孵化器設置失敗! +Mob has been protected!=Mob 已經被保護了! +Name Tag=名稱標籤 +Net (right-click animal to put in inventory)=網(右鍵單擊動物以放入物品欄) +Not tamed!=沒有馴服! +Raw Meat=生肉 +Rename=重新命名 +Saddle=鞍 +Spawner Active (@1)=孵化器正在運轉(@1) +Spawner Not Active (enter settings)=孵化器未使用(輸入設置) +Steel Shears (right-click to shear)=鋼剪(右鍵單擊以剪切) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs_redo/locale/ms.po b/mods/mobs_redo/locale/ms.po new file mode 100644 index 0000000..a2a31f3 --- /dev/null +++ b/mods/mobs_redo/locale/ms.po @@ -0,0 +1,131 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# FIRST AUTHOR , YEAR. +# +msgid "" +msgstr "" +"Project-Id-Version: \n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-02-05 23:40+0800\n" +"PO-Revision-Date: 2018-02-05 23:51+0800\n" +"Language-Team: \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"X-Generator: Poedit 2.0.6\n" +"Last-Translator: MuhdNurHidayat (MNH48) \n" +"Plural-Forms: nplurals=1; plural=0;\n" +"Language: ms\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Mob telah pun dilindungi!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1 (Jinak)" + +#: api.lua +msgid "Not tamed!" +msgstr "Belum dijinakkan!" + +#: api.lua +msgid "@1 is owner!" +msgstr "Ini hak milik @1!" + +#: api.lua +msgid "Missed!" +msgstr "Terlepas!" + +#: api.lua +msgid "Already protected!" +msgstr "Telah dilindungi!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "Mata kesihatan @1 telah penuh (@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 telah dijinakkan!" + +#: api.lua +msgid "Enter name:" +msgstr "Masukkan nama:" + +#: api.lua +msgid "Rename" +msgstr "Namakan semula" + +#: crafts.lua +msgid "Name Tag" +msgstr "Tanda Nama" + +#: crafts.lua +msgid "Leather" +msgstr "Kulit" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Daging Mentah" + +#: crafts.lua +msgid "Meat" +msgstr "Daging Bakar" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Tanjul (klik-kanan haiwan untuk masukkan ke inventori)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Jaring (klik-kanan haiwan untuk masukkan ke inventori)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Ketam Keluli (klik-kanan untuk mengetam bulu biri-biri)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Rune Perlindungan Mob" + +#: crafts.lua +msgid "Saddle" +msgstr "Pelana" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Pagar Mob" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Pewujud Mob" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob CahayaMin CahayaMax Amaun JarakPemain" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Pewujud Mob Tidak Aktif (masukkan tetapan)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Pewujud Mob Aktif (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Penetapan Pewujud Mob gagal!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"Sintaks: \"nama cahaya_minimum[0-14] cahaya_maksimum[0-14] " +"amaun_mob_maksimum[0 untuk lumpuhkan] jarak[1-20] ketinggian[-10 hingga 10]\"" diff --git a/mods/mobs_redo/locale/pt.po b/mods/mobs_redo/locale/pt.po new file mode 100644 index 0000000..b52afd6 --- /dev/null +++ b/mods/mobs_redo/locale/pt.po @@ -0,0 +1,133 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# FIRST AUTHOR , YEAR. +# +msgid "" +msgstr "" +"Project-Id-Version: mobs\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: 2017-07-02 14:55+0200\n" +"Last-Translator: Wuzzy \n" +"Language-Team: \n" +"Language: pt\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"X-Generator: Poedit 2.0.2\n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "" + +#: api.lua +msgid "Mob has been protected!" +msgstr "" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "" + +#: api.lua +msgid "Not tamed!" +msgstr "Indomesticado!" + +#: api.lua +msgid "@1 is owner!" +msgstr "Dono @1!" + +#: api.lua +msgid "Missed!" +msgstr "Faltou!" + +#: api.lua +msgid "Already protected!" +msgstr "" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1 em plena saude (@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 foi domesticado!" + +#: api.lua +msgid "Enter name:" +msgstr "Insira um nome:" + +#: api.lua +msgid "Rename" +msgstr "Renomear" + +#: crafts.lua +msgid "Name Tag" +msgstr "Etiqueta" + +#: crafts.lua +msgid "Leather" +msgstr "Couro" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Carne crua" + +#: crafts.lua +msgid "Meat" +msgstr "Carne" + +#: crafts.lua +#, fuzzy +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Laço (clique-direito no animal para por no inventario)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Net (clique-direito no animal para por no inventario)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Tesoura de Aço (clique-direito para tosquiar)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "" + +#: crafts.lua +msgid "Saddle" +msgstr "" + +#: crafts.lua +msgid "Mob Fence" +msgstr "" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Spawnador de Mob" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob LuzMinima LuzMaxima Valor DistJogador" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Spawnador Inativo (configurar)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Spawnador Ativo (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Configuraçao de Spawnador do Mob falhou!" + +#: spawner.lua +#, fuzzy +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"> nome luz_min[0-14] luz_max[0-14] max_mobs_na_area[0 para desabilitar] " +"distancia[1-20] y_offset[-10 a 10]" diff --git a/mods/mobs_redo/locale/ru.po b/mods/mobs_redo/locale/ru.po new file mode 100644 index 0000000..6cde7ef --- /dev/null +++ b/mods/mobs_redo/locale/ru.po @@ -0,0 +1,129 @@ +# Russian translation for the mobs_redo mod. +# Copyright (C) 2018 TenPlus1 +# This file is distributed under the same license as the mobs_redo package. +# Oleg720 , 2017. +# CodeXP , 2018. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-08-13 15:47+0200\n" +"PO-Revision-Date: 2018-03-23 22:22+0100\n" +"Last-Translator: CodeXP \n" +"Language-Team: \n" +"Language: ru\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** Мирный модус активирован - монстры не спаунятся" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Моб защищен!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1 (Прирученный)" + +#: api.lua +msgid "Not tamed!" +msgstr "Не прирученный" + +#: api.lua +msgid "@1 is owner!" +msgstr "@1 владелец" + +#: api.lua +msgid "Missed!" +msgstr "Промазал!" + +#: api.lua +msgid "Already protected!" +msgstr "Уже защищен!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1 при полном здоровье (@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 приручен" + +#: api.lua +msgid "Enter name:" +msgstr "Введите имя:" + +#: api.lua +msgid "Rename" +msgstr "Переименовать" + +#: crafts.lua +msgid "Name Tag" +msgstr "Новый тэг" + +#: crafts.lua +msgid "Leather" +msgstr "Кожа" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Сырое мясо" + +#: crafts.lua +msgid "Meat" +msgstr "Мясо" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Лассо (Правый клик - положить животное в инвентарь)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Сеть (Правый клик - положить животное в инвентарь)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Ножницы (Правый клик - подстричь)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Защитная руна мобов" + +#: crafts.lua +msgid "Saddle" +msgstr "Седло" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Забор от мобов" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Спаунер моба" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Спаунер не активен (введите настройки)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Активные спаунер (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Настройки спаунера моба провалились" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" diff --git a/mods/mobs_redo/locale/template.pot b/mods/mobs_redo/locale/template.pot new file mode 100644 index 0000000..a625ee3 --- /dev/null +++ b/mods/mobs_redo/locale/template.pot @@ -0,0 +1,136 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "" + +#: api.lua +msgid "Mob has been protected!" +msgstr "" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "" + +#: api.lua +msgid "Not tamed!" +msgstr "" + +#: api.lua +msgid "@1 is owner!" +msgstr "" + +#: api.lua +msgid "Missed!" +msgstr "" + +#: api.lua +msgid "Already protected!" +msgstr "" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "" + +#: api.lua +msgid "Enter name:" +msgstr "" + +#: api.lua +msgid "Rename" +msgstr "" + +#: crafts.lua +msgid "Name Tag" +msgstr "" + +#: crafts.lua +msgid "Leather" +msgstr "" + +#: crafts.lua +msgid "Raw Meat" +msgstr "" + +#: crafts.lua +msgid "Meat" +msgstr "" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "" + +#: crafts.lua +msgid "Saddle" +msgstr "" + +#: crafts.lua +msgid "Mob Fence" +msgstr "" + +#: crafts.lua +msgid "Mob Fence Top" +msgstr "" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "" + +#: spawner.lua +msgid "(mob name) (min light) (max light) (amount) (player distance) (Y offset)" +msgstr "" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "" + +#@ spawner.lua +msgid "Command:" +msgstr "" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" diff --git a/mods/mobs_redo/locale/tr.po b/mods/mobs_redo/locale/tr.po new file mode 100644 index 0000000..10688e2 --- /dev/null +++ b/mods/mobs_redo/locale/tr.po @@ -0,0 +1,133 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# FIRST AUTHOR , YEAR. +# +msgid "" +msgstr "" +"Project-Id-Version: mobs\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: 2017-07-02 14:56+0200\n" +"Last-Translator: Wuzzy \n" +"Language-Team: \n" +"Language: tr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"X-Generator: Poedit 2.0.2\n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "" + +#: api.lua +msgid "Mob has been protected!" +msgstr "" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "" + +#: api.lua +msgid "Not tamed!" +msgstr "Evcil değil!" + +#: api.lua +msgid "@1 is owner!" +msgstr "Sahibi @1!" + +#: api.lua +msgid "Missed!" +msgstr "Kaçırdın!" + +#: api.lua +msgid "Already protected!" +msgstr "" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1 tam canında (@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1 tamamen evcilleştirilmiştir!" + +#: api.lua +msgid "Enter name:" +msgstr "İsim gir:" + +#: api.lua +msgid "Rename" +msgstr "Yeniden adlandır" + +#: crafts.lua +msgid "Name Tag" +msgstr "İsim etiketi" + +#: crafts.lua +msgid "Leather" +msgstr "Deri" + +#: crafts.lua +msgid "Raw Meat" +msgstr "Çiğ et" + +#: crafts.lua +msgid "Meat" +msgstr "Et" + +#: crafts.lua +#, fuzzy +msgid "Lasso (right-click animal to put in inventory)" +msgstr "Kement (hayvana sağ tıklayarak envantere koy)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "Ağ (hayvana sağ tıklayarak envantere koy)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "Çelik makas (sağ tıklayarak kes)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "" + +#: crafts.lua +msgid "Saddle" +msgstr "" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Canavar Yaratıcı" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Canavar Yaratıcı" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob MinIşık MaxIşık Miktar OyuncuMesafesi" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "Yaratıcı aktif değil (ayarlara gir)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "Yaratıcı aktif (@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Yaratıcı ayarları uygulanamadı." + +#: spawner.lua +#, fuzzy +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"> isim min_isik[0-14] max_isik[0-14] alandaki_max_canavar_sayisi[kapatmak " +"icin 0] mesafe[1-20] y_cikinti[-10 ve 10 arası]" diff --git a/mods/mobs_redo/locale/zh_CN.po b/mods/mobs_redo/locale/zh_CN.po new file mode 100644 index 0000000..bd8ffa0 --- /dev/null +++ b/mods/mobs_redo/locale/zh_CN.po @@ -0,0 +1,130 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# IFRFSX<1079092922@qq.com>, 2020. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** 和平模式已激活——没有怪物会产生" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Mob 已经被保护了!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1(已驯服)" + +#: api.lua +msgid "Not tamed!" +msgstr "没有驯服!" + +#: api.lua +msgid "@1 is owner!" +msgstr "@1 是主人" + +#: api.lua +msgid "Missed!" +msgstr "没抓住!" + +#: api.lua +msgid "Already protected!" +msgstr "已经被保护!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1已经满血(@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1已经被驯服!" + +#: api.lua +msgid "Enter name:" +msgstr "输入名称:" + +#: api.lua +msgid "Rename" +msgstr "重新命名" + +#: crafts.lua +msgid "Name Tag" +msgstr "名称标签" + +#: crafts.lua +msgid "Leather" +msgstr "皮革" + +#: crafts.lua +msgid "Raw Meat" +msgstr "生肉" + +#: crafts.lua +msgid "Meat" +msgstr "肉" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "套索(右键单击动物以放入物品栏)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "网(右键单击动物以放入物品栏)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "钢剪(右键单击以剪切)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Mob 保护符文" + +#: crafts.lua +msgid "Saddle" +msgstr "鞍" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Mob 栅栏" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Mob 孵化器" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob/最小光量/最大光量/玩家距离" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "孵化器未使用(输入设置)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "孵化器正在运转(@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Mob 孵化器设置失败!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"语法: “物品名称 最小光亮[0-14] 最大光亮[0-14] 范围内的最大Mob数量[0 to disable] " +"距离[1-20] y_offset[-10 to 10]”" diff --git a/mods/mobs_redo/locale/zh_TW.po b/mods/mobs_redo/locale/zh_TW.po new file mode 100644 index 0000000..6350a63 --- /dev/null +++ b/mods/mobs_redo/locale/zh_TW.po @@ -0,0 +1,130 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# IFRFSX<1079092922@qq.com>, 2020. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2017-07-02 16:48+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: api.lua +msgid "** Peaceful Mode Active - No Monsters Will Spawn" +msgstr "** 和平模式已激活——沒有怪物會產生" + +#: api.lua +msgid "Mob has been protected!" +msgstr "Mob 已經被保護了!" + +#: api.lua +msgid "@1 (Tamed)" +msgstr "@1(已馴服)" + +#: api.lua +msgid "Not tamed!" +msgstr "沒有馴服!" + +#: api.lua +msgid "@1 is owner!" +msgstr "@1 是主人" + +#: api.lua +msgid "Missed!" +msgstr "沒抓住!" + +#: api.lua +msgid "Already protected!" +msgstr "已經被保護!" + +#: api.lua +msgid "@1 at full health (@2)" +msgstr "@1已經滿血(@2)" + +#: api.lua +msgid "@1 has been tamed!" +msgstr "@1已經被馴服!" + +#: api.lua +msgid "Enter name:" +msgstr "輸入名稱:" + +#: api.lua +msgid "Rename" +msgstr "重新命名" + +#: crafts.lua +msgid "Name Tag" +msgstr "名稱標籤" + +#: crafts.lua +msgid "Leather" +msgstr "皮革" + +#: crafts.lua +msgid "Raw Meat" +msgstr "生肉" + +#: crafts.lua +msgid "Meat" +msgstr "肉" + +#: crafts.lua +msgid "Lasso (right-click animal to put in inventory)" +msgstr "套索(右鍵單擊動物以放入物品欄)" + +#: crafts.lua +msgid "Net (right-click animal to put in inventory)" +msgstr "網(右鍵單擊動物以放入物品欄)" + +#: crafts.lua +msgid "Steel Shears (right-click to shear)" +msgstr "鋼剪(右鍵單擊以剪切)" + +#: crafts.lua +msgid "Mob Protection Rune" +msgstr "Mob 保護符文" + +#: crafts.lua +msgid "Saddle" +msgstr "鞍" + +#: crafts.lua +msgid "Mob Fence" +msgstr "Mob 柵欄" + +#: spawner.lua +msgid "Mob Spawner" +msgstr "Mob 孵化器" + +#: spawner.lua +msgid "Mob MinLight MaxLight Amount PlayerDist" +msgstr "Mob/最小光量/最大光量/玩家距離" + +#: spawner.lua +msgid "Spawner Not Active (enter settings)" +msgstr "孵化器未使用(輸入設置)" + +#: spawner.lua +msgid "Spawner Active (@1)" +msgstr "孵化器正在運轉(@1)" + +#: spawner.lua +msgid "Mob Spawner settings failed!" +msgstr "Mob 孵化器設置失敗!" + +#: spawner.lua +msgid "" +"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " +"distance[1-20] y_offset[-10 to 10]”" +msgstr "" +"語法: “物品名稱 最小光亮[0-14] 最大光亮[0-14] 範圍內的最大Mob數量[0 to disable] " +"距離[1-20] y_offset[-10 to 10]”" diff --git a/mods/mobs_redo/lucky_block.lua b/mods/mobs_redo/lucky_block.lua new file mode 100644 index 0000000..b823e83 --- /dev/null +++ b/mods/mobs_redo/lucky_block.lua @@ -0,0 +1,18 @@ + +if minetest.get_modpath("lucky_block") then + + lucky_block:add_blocks({ + {"dro", {"mobs:meat_raw"}, 5}, + {"dro", {"mobs:meat"}, 5}, + {"dro", {"mobs:nametag"}, 1}, + {"dro", {"mobs:leather"}, 5}, + {"dro", {"default:stick"}, 10}, + {"dro", {"mobs:net"}, 1}, + {"dro", {"mobs:lasso"}, 1}, + {"dro", {"mobs:shears"}, 1}, + {"dro", {"mobs:protector"}, 1}, + {"dro", {"mobs:fence_wood"}, 10}, + {"dro", {"mobs:fence_top"}, 12}, + {"lig"} + }) +end diff --git a/mods/mobs_redo/mod.conf b/mods/mobs_redo/mod.conf new file mode 100644 index 0000000..d1f746c --- /dev/null +++ b/mods/mobs_redo/mod.conf @@ -0,0 +1,4 @@ +name = mobs +depends = +optional_depends = default, tnt, dye, farming, invisibility, intllib, lucky_block, cmi, toolranks, pathfinder, player_api +description = Adds a mob api for mods to add animals or monsters etc. diff --git a/mods/mobs_redo/mount.lua b/mods/mobs_redo/mount.lua new file mode 100644 index 0000000..88cbcd0 --- /dev/null +++ b/mods/mobs_redo/mount.lua @@ -0,0 +1,514 @@ +-- lib_mount by Blert2112 (edited by TenPlus1) + +local is_50 = minetest.get_modpath("player_api") -- 5.x compatibility + +local abs, cos, floor, sin, sqrt, pi = + math.abs, math.cos, math.floor, math.sin, math.sqrt, math.pi + +-- +-- Helper functions +-- + +local node_ok = function(pos, fallback) + + fallback = fallback or mobs.fallback_node + + local node = minetest.get_node_or_nil(pos) + + if node and minetest.registered_nodes[node.name] then + return node + end + + return {name = fallback} +end + + +local function node_is(pos) + + local node = node_ok(pos) + + if node.name == "air" then + return "air" + end + + if minetest.get_item_group(node.name, "lava") ~= 0 then + return "lava" + end + + if minetest.get_item_group(node.name, "liquid") ~= 0 then + return "liquid" + end + + if minetest.registered_nodes[node.name].walkable == true then + return "walkable" + end + + return "other" +end + + +local function get_sign(i) + + i = i or 0 + + if i == 0 then + return 0 + else + return i / abs(i) + end +end + + +local function get_velocity(v, yaw, y) + + local x = -sin(yaw) * v + local z = cos(yaw) * v + + return {x = x, y = y, z = z} +end + + +local function get_v(v) + return sqrt(v.x * v.x + v.z * v.z) +end + + +local function force_detach(player) + + if not player then return end + + local attached_to = player:get_attach() + + if not attached_to then + return + end + + local entity = attached_to:get_luaentity() + + if entity and entity.driver + and entity.driver == player then + entity.driver = nil + end + + player:set_detach() + + local name = player:get_player_name() + + if is_50 then + player_api.player_attached[name] = false + player_api.set_animation(player, "stand", 30) + else + default.player_attached[name] = false + default.player_set_animation(player, "stand", 30) + end + + player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) + player:set_properties({visual_size = {x = 1, y = 1}}) +end + + +minetest.register_on_leaveplayer(function(player) + force_detach(player) +end) + + +minetest.register_on_shutdown(function() + + local players = minetest.get_connected_players() + + for i = 1, #players do + force_detach(players[i]) + end +end) + + +minetest.register_on_dieplayer(function(player) + force_detach(player) + return true +end) + + +-- Just for correct detaching +local function find_free_pos(pos) + + local check = { + {x = 1, y = 0, z = 0}, + {x = 1, y = 1, z = 0}, + {x = -1, y = 0, z = 0}, + {x = -1, y = 1, z = 0}, + {x = 0, y = 0, z = 1}, + {x = 0, y = 1, z = 1}, + {x = 0, y = 0, z = -1}, + {x = 0, y = 1, z = -1} + } + + for _, c in pairs(check) do + + local npos = {x = pos.x + c.x, y = pos.y + c.y, z = pos.z + c.z} + local node = minetest.get_node_or_nil(npos) + + if node and node.name then + + local def = minetest.registered_nodes[node.name] + + if def and not def.walkable and + def.liquidtype == "none" then + return npos + end + end + end + + return pos +end + + +function mobs.attach(entity, player) + + entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0} + entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0} + entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0} + entity.driver_scale = entity.driver_scale or {x = 1, y = 1} + + local rot_view = 0 + + if entity.player_rotation.y == 90 then + rot_view = pi / 2 + end + + local attach_at = entity.driver_attach_at + local eye_offset = entity.driver_eye_offset + + entity.driver = player + + force_detach(player) + + if is_50 then + player_api.player_attached[player:get_player_name()] = true + else + default.player_attached[player:get_player_name()] = true + end + + player:set_attach(entity.object, "", attach_at, entity.player_rotation) + player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0}) + + player:set_properties({ + visual_size = { + x = entity.driver_scale.x, + y = entity.driver_scale.y + } + }) + + minetest.after(0.2, function() + + if player and player:is_player() then + + if is_50 then + player_api.set_animation(player, "sit", 30) + else + default.player_set_animation(player, "sit", 30) + end + end + end) + + player:set_look_horizontal(entity.object:get_yaw() - rot_view) +end + + +function mobs.detach(player) + + force_detach(player) + + minetest.after(0.1, function() + + if player and player:is_player() then + + local pos = find_free_pos(player:get_pos()) + + pos.y = pos.y + 0.5 + + player:set_pos(pos) + end + end) +end + + +function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) + + local yaw = entity.object:get_yaw() or 0 + local rot_view = 0 + + if entity.player_rotation.y == 90 then + rot_view = pi / 2 + end + + local acce_y = 0 + local velo = entity.object:get_velocity() ; if not velo then return end + + entity.v = get_v(velo) * get_sign(entity.v) + + -- process controls + if entity.driver then + + local ctrl = entity.driver:get_player_control() + + -- move forwards + if ctrl.up then + + entity.v = entity.v + entity.accel * dtime + + -- move backwards + elseif ctrl.down then + + if entity.max_speed_reverse == 0 and entity.v == 0 then + return + end + + entity.v = entity.v - entity.accel * dtime + end + + -- mob rotation + local horz + + if entity.alt_turn == true then + + horz = yaw + + if ctrl.left then + horz = horz + 0.05 + + elseif ctrl.right then + horz = horz - 0.05 + end + else + horz = entity.driver:get_look_horizontal() or 0 + end + + entity.object:set_yaw(horz - entity.rotate) + + if can_fly then + + -- fly up + if ctrl.jump then + + velo.y = velo.y + 1 + + if velo.y > entity.accel then velo.y = entity.accel end + + elseif velo.y > 0 then + + velo.y = velo.y - dtime + + if velo.y < 0 then velo.y = 0 end + end + + -- fly down + if ctrl.sneak then + + velo.y = velo.y - 1 + + if velo.y < -entity.accel then velo.y = -entity.accel end + + elseif velo.y < 0 then + + velo.y = velo.y + dtime + + if velo.y > 0 then velo.y = 0 end + end + else + -- jump + if ctrl.jump then + + if velo.y == 0 then + velo.y = velo.y + entity.jump_height + acce_y = acce_y + (acce_y * 3) + 1 + end + end + end + end + + -- if not moving then set animation and return + if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then + + if stand_anim then + mobs:set_animation(entity, stand_anim) + end + + return + end + + -- set moving animation + if moving_anim then + mobs:set_animation(entity, moving_anim) + end + + -- Stop! + local s = get_sign(entity.v) + + entity.v = entity.v - 0.02 * s + + if s ~= get_sign(entity.v) then + + entity.object:set_velocity({x = 0, y = 0, z = 0}) + entity.v = 0 + + return + end + + -- enforce speed limit forward and reverse + if entity.v > entity.max_speed_forward then + entity.v = entity.max_speed_forward + elseif entity.v < -entity.max_speed_reverse then + entity.v = -entity.max_speed_reverse + end + + -- Set position, velocity and acceleration + local p = entity.object:get_pos() + + if not p then return end + + local new_acce = {x = 0, y = entity.fall_speed, z = 0} + + p.y = p.y - 0.5 + + local ni = node_is(p) + local v = entity.v + + if ni == "air" then + + if can_fly == true then + new_acce.y = 0 + end + + elseif ni == "liquid" or ni == "lava" then + + if ni == "lava" and entity.lava_damage ~= 0 then + + entity.lava_counter = (entity.lava_counter or 0) + dtime + + if entity.lava_counter > 1 then + + minetest.sound_play("default_punch", { + object = entity.object, + max_hear_distance = 5 + }, true) + + entity.object:punch(entity.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = entity.lava_damage} + }, nil) + + entity.lava_counter = 0 + end + end + + local terrain_type = entity.terrain_type + + if terrain_type == 2 or terrain_type == 3 then + + new_acce.y = 0 + p.y = p.y + 1 + + if node_is(p) == "liquid" then + + if velo.y >= 5 then + velo.y = 5 + elseif velo.y < 0 then + new_acce.y = 20 + else + new_acce.y = 5 + end + else + if abs(velo.y) < 1 then + + local pos = entity.object:get_pos() + + if not pos then return end + + pos.y = floor(pos.y) + 0.5 + entity.object:set_pos(pos) + velo.y = 0 + end + end + else + v = v * 0.25 + end + end + + local new_velo = get_velocity(v, yaw - rot_view, velo.y) + + new_acce.y = new_acce.y + acce_y + + entity.object:set_velocity(new_velo) + entity.object:set_acceleration(new_acce) + + entity.v2 = v +end + + +-- directional flying routine by D00Med (edited by TenPlus1) +function mobs.fly(entity, _, speed, shoots, arrow, moving_anim, stand_anim) + + local ctrl = entity.driver:get_player_control() ; if not ctrl then return end + local velo = entity.object:get_velocity() + local dir = entity.driver:get_look_dir() + local yaw = entity.driver:get_look_horizontal() + 1.57 + + if not ctrl or not velo then return end + + if ctrl.up then + + entity.object:set_velocity({ + x = dir.x * speed, + y = dir.y * speed + 2, + z = dir.z * speed + }) + + elseif ctrl.down then + + entity.object:set_velocity({ + x = -dir.x * speed, + y = dir.y * speed + 2, + z = -dir.z * speed + }) + + elseif not ctrl.down or ctrl.up or ctrl.jump then + entity.object:set_velocity({x = 0, y = -2, z = 0}) + end + + entity.object:set_yaw(yaw + pi + pi / 2 - entity.rotate) + + -- firing arrows + if ctrl.LMB and ctrl.sneak and shoots then + + local pos = entity.object:get_pos() + local obj = minetest.add_entity({ + x = pos.x + 0 + dir.x * 2.5, + y = pos.y + 1.5 + dir.y, + z = pos.z + 0 + dir.z * 2.5}, arrow) + + local ent = obj:get_luaentity() + + if ent then + + ent.switch = 1 -- for mob specific arrows + ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding + + local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6} + + yaw = entity.driver:get_look_horizontal() + + obj:set_yaw(yaw + pi / 2) + obj:set_velocity(vec) + else + obj:remove() + end + end + + -- change animation if stopped + if velo.x == 0 and velo.y == 0 and velo.z == 0 then + mobs:set_animation(entity, stand_anim) + else + -- moving animation + mobs:set_animation(entity, moving_anim) + end +end diff --git a/mods/mobs_redo/readme.MD b/mods/mobs_redo/readme.MD new file mode 100644 index 0000000..febcdb8 --- /dev/null +++ b/mods/mobs_redo/readme.MD @@ -0,0 +1,93 @@ + +MOBS REDO for MINETEST + +Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. + + +This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. + + +https://forum.minetest.net/viewtopic.php?f=11&t=9917 + + +Crafts: + + - Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name. + - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. + - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. + - Shears are used to right-click sheep and return 1-3 wool. + - Protection Rune lets you protect tamed mobs from harm by other players + - Mob Fence and Fence Top (to stop mobs escaping/glitching through fences) + +Lucky Blocks: 9 + + +Changelog: +- 1.56 - Added arrow_override function to mob definition to tweak arrow entity settings, tamed monsters no longer despawn when outside loaded map area, 'looting_level' can be read from tool definition or tool meta to add extra drops when mob killed. +- 1.55 - Add 'peaceful_player' privelage and setting so mobs don't attack specific players (thanks sfence), add support for MarkBu's pathfinder mod, remove need for default mod +- 1.54 - Simplified animal breeding function, added editable settings (thanks Wuzzy), Child mobs now take 20 mins to grow up, reverted to simple mob spawning with setting to use area checks, on_flop added, air_damage added. +- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded. +- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game, +(default is 0 for unlimited), removed {immortal} from mob armor, fluid viscocity slows mobs +- 1.51 - Added some node checks for dangerous nodes, jumping and falling tweaks, spawn area check (thx for idea wuzzy), re-enabled mob suffocation, add 'mob_nospawn_range' setting +- 1.50 - Added new line_of_sight function that uses raycasting if mt5.0 is found, (thanks Astrobe), dont spawn mobs if world anchor nearby (technic or simple_anchor mods), chinese local added +- 1.49- Added mobs:force_capture(self, player) function, api functions now use metatables thanks to bell07 +- 1.48- Add mobs:set_velocity(self, velocity) global function +- 1.47- Mob damage changes, min and max light level for damage added, ignition sources checked for lava damage +- 1.46- Mobs only drop rare items when killed by player (drops.min = 0 makes them rare), code tweak, pathfinding no longer sees through walkable nodes +- 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe +- 1.44- Added ToolRanks support for swords when attacking mobs +- 1.43- Better 0.4.16 compatibility, added general attack function and settings +- 1.42- Added "all" option to immune_to table, tidied floating mobs to be less intensive +- 1.41- Mob pathfinding has been updated thanks to Elkien3 +- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. +- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob +- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage +- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 +- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked +- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack +- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) +- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 +- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs +- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. +- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code +- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod +- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) +- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. +- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) +- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. +- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) +- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) +- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner +- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) +- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error +- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick +- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first +- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added +- 1.16- Mobs follow multiple items now, Npc's can breed +- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. +- 1.14- All .self variables saved in staticdata, Fixed self.health bug +- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's +- 1.12- Added animal ownership so that players cannot steal your tamed animals +- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy +- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. +- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals +- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added +- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables +- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop +- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) +- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten +- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) +- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. +- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions +- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items +- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) +- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked +- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound +- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes +- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block +- 0.5 - Mobs now float in water, die from falling, and some code improvements +- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) +- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) +- 0.2 - Cooking bucket of milk into cheese now returns empty bucket +- 0.1 - Initial Release diff --git a/mods/mobs_redo/settingtypes.txt b/mods/mobs_redo/settingtypes.txt new file mode 100644 index 0000000..37bbce9 --- /dev/null +++ b/mods/mobs_redo/settingtypes.txt @@ -0,0 +1,44 @@ +# If false then mobs no longer spawn in world without spawner or spawn egg +mobs_spawn (Spawn Mobs) bool true + +# If enabled then monsters no longer spawn in world +only_peaceful_mobs (Only spawn peaceful Mobs) bool false + +# If enabled then punching mobs no longer shows blood effects +mobs_disable_blood (Disable Mob blood) bool false + +# If disabled then Mobs no longer destroy world blocks +mobs_griefing (Griefing Mobs) bool true + +# If false then Mobs no longer spawn inside player protected areas +mobs_spawn_protected (Spawn Mobs in protected areas) bool true + +# If false then Monsters no longer spawn inside player protected areas +mobs_spawn_monster_protected (Spawn Monsters in protected areas) bool true + +# If true Mobs will be removed once a map chunk is out of view +remove_far_mobs (Remove far Mobs) bool true + +# Sets Mob difficulty level by multiplying punch damage +mob_difficulty (Mob difficulty) float 1.0 + +# Contains a value used to multiply Mob spawn values +mob_chance_multiplier (Mob chance multiplier) float 1.0 + +# When false Mob no longer drop items when killed +mobs_drop_items (Mob drops) bool true + +# Sets minimum distance around player that mobs cannot spawn +mob_nospawn_range (Mob no-spawn range) float 12.0 + +# Sets maximum number of active mobs in game (0 for unlimited) +mob_active_limit (Mob Active Limit) float 0 + +# Enables area check when spawning mobs +mob_area_spawn (Mob Area Spawn) bool false + +# Enable peaceful player attack prevention +enable_peaceful_player (Mobs do not attack peaceful player without reason) bool false + +# Enable mobs smooth rotation +mob_smooth_rotate (Smooth rotation for mobs) bool true diff --git a/mods/mobs_redo/sounds/default_punch.ogg b/mods/mobs_redo/sounds/default_punch.ogg new file mode 100644 index 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zu`o2+L<})rlPz+d&hEeKwLYIk-?xtWlx=rApjU&Yhg7k=m*!`*GCoh|b3W8ZsC~CQ zV{F}R_sQ(@#9ULkcH||c;<7bEvP#v3vh=aEpi~^24Cm;c+UZEwtM|$s;>ynJb3GXP z;l+|0$2`&t`~5w$^E0PaS|V#Ki*euubpbJaI01F-)4WFJH!@Gt#z{%>=H}+vxuDj7 ziSSIV-&*{z20rtOyByaZFN}R}4;#NfeRg%TR6I+h!1PqBc2VZd=UI~P-)5>8bS;u^ zwZ0e?&dD53%aru*t*UPh{`~%$qr^Agi|?B+Ipi#-5nGzJHs<`ldaSOEJ-!fBc>3Je q_rlfhT4(FDGv+6T(tLS3{&=iPU+J3hm^= 0 and num <= 10 + and mlig and mlig >= 0 and mlig <= 15 + and xlig and xlig >= 0 and xlig <= 15 + and pla and pla >= 0 and pla <= 20 + and yof and yof > -10 and yof < 10 then + + meta:set_string("command", fields.text) + meta:set_string("infotext", S("Spawner Active (@1)", mob)) + + else + minetest.chat_send_player(name, S("Mob Spawner settings failed!")) + minetest.chat_send_player(name, + S("Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”")) + end + end +}) + + +local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) + +-- spawner abm +minetest.register_abm({ + label = "Mob spawner node", + nodenames = {"mobs:spawner"}, + interval = 10, + chance = 4, + catch_up = false, + + action = function(pos, node, active_object_count, active_object_count_wider) + + -- return if too many entities already + if active_object_count_wider >= max_per_block then + return + end + + -- get meta and command + local meta = minetest.get_meta(pos) + local comm = meta:get_string("command"):split(" ") + + -- get settings from command + local mob = comm[1] + local mlig = tonumber(comm[2]) + local xlig = tonumber(comm[3]) + local num = tonumber(comm[4]) + local pla = tonumber(comm[5]) or 0 + local yof = tonumber(comm[6]) or 0 + + -- if amount is 0 then do nothing + if num == 0 then + return + end + + -- are we spawning a registered mob? + if not mobs.spawning_mobs[mob] then + --print ("--- mob doesn't exist", mob) + return + end + + -- check objects inside 9x9 area around spawner + local objs = minetest.get_objects_inside_radius(pos, 9) + local count = 0 + local ent + + -- count mob objects of same type in area + for _, obj in ipairs(objs) do + + ent = obj:get_luaentity() + + if ent and ent.name and ent.name == mob then + count = count + 1 + end + end + + -- is there too many of same type? + if count >= num then + return + end + + -- spawn mob if player detected and in range + if pla > 0 then + + local in_range = 0 + local objsp = minetest.get_objects_inside_radius(pos, pla) + + for _, oir in pairs(objsp) do + + if oir:is_player() then + + in_range = 1 + + break + end + end + + -- player not found + if in_range == 0 then + return + end + end + + -- set medium mob usually spawns in (defaults to air) + local reg = minetest.registered_entities[mob].fly_in + + if not reg or type(reg) == "string" then + reg = {(reg or "air")} + end + + -- find air blocks within 5 nodes of spawner + local air = minetest.find_nodes_in_area( + {x = pos.x - 5, y = pos.y + yof, z = pos.z - 5}, + {x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, reg) + + -- spawn in random air block + if air and #air > 0 then + + local pos2 = air[math.random(#air)] + local lig = minetest.get_node_light(pos2) or 0 + + pos2.y = pos2.y + 0.5 + + -- only if light levels are within range + if lig >= mlig and lig <= xlig + and minetest.registered_entities[mob] then + minetest.add_entity(pos2, mob) + end + end + end +}) diff --git a/mods/mobs_redo/textures/mob_spawner.png b/mods/mobs_redo/textures/mob_spawner.png new file mode 100644 index 0000000000000000000000000000000000000000..8f0ac39b711f0b8919b945696cc73b4015f8329f GIT binary patch literal 108 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!D3?x-;bCrM;TYyi9E09+5%h?i;vJ=Q+ED7=p zW^j0RBMrzA@pN$v;kcgszopr0BYSC AegFUf literal 0 HcmV?d00001 diff --git a/mods/mobs_redo/textures/mobs_blood.png b/mods/mobs_redo/textures/mobs_blood.png new file mode 100644 index 0000000000000000000000000000000000000000..4236a00a6c64bcadb917f511856910096c365b00 GIT binary patch literal 1768 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A very advan storyText[2] = "So the story is simple: You've eaten so many pickles and beans and drank so much milk that your rectum will burst if you don't take a shit in the next two minutes." storyText[3] = "You accidently use your flux capacitor and travel in time to the far future, where you find yourself in a city where you are shitting all over the place." storyText[4] = "You have to run from the robocops and pack 100 pieces of shit into boxes! Good luck!" + function getStoryFormspec(number) storyFormspec = { @@ -96,6 +97,12 @@ end is_game_started = false is_game_finished = false +minetest.register_on_newplayer(function(ObjectRef) + minetest.place_schematic({x = 0, y = 0, z = 0}, minetest.get_modpath("poop") .. 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