mobs:register_mob("nssm:ant_queen", {
	type = "monster",
	hp_max = 220,
	hp_min = 220,
	collisionbox = {-0.6, 0.00, -0.6, 0.6, 1, 0.6},
	visual = "mesh",
	mesh = "ant_queen.x",
	textures = {{"ant_queen.png"}},
	visual_size = {x = 6, y = 6},
	makes_footstep_sound = true,
	view_range = 30,
	fear_height = 5,
	walk_velocity = 1.5,
	run_velocity = 2,
	lifetimer = 300,
	rotate = 270,
	sounds = {
		random = "ant",
		attack = "ant"
	},
	damage = 4,
	jump = true,
	drops = {
		{name = "nssm:life_energy", chance = 1, min = 5, max = 7},
		{name = "nssm:ant_queen_abdomen", chance = 1, min = 1, max = 1},
		{name = "nssm:ant_leg", chance = 2, min = 1, max = 6},
		{name = "nssm:ant_mandible", chance = 3, min = 1, max = 2},
	},
	reach = 8,
	armor = 40,
	drawtype = "front",
	water_damage = 2,
	lava_damage = 7,
	fire_damage = 7,
	light_damage = 0,
	blood_texture = "nssm_blood_blue.png",
	blood_amount = 50,
	stepheight = 2.1,
	knock_back = 0,
	jump_height = 12,
	attack_type = "dogfight",
	animation = {
		speed_normal = 20,
		speed_run = 25,
		stand_start = 1,
		stand_end = 50,
		walk_start = 120,
		walk_end = 160,
		run_start = 120,
		run_end = 160,
		punch_start = 170,
		punch_end = 190
	},

	custom_attack = function(self)

		self.ant_queen_counter = (self.ant_queen_counter or 0) + 1

		if self.ant_queen_counter == 4 then

			self.ant_queen_counter = 0

			local counter = 0
			local s = self.object:get_pos() ; if not s then return end
			local p = self.attack:get_pos()

			p.y = p.y + 1.5
			s.y = s.y + 1.5

			if mobs:line_of_sight(self, p, s) == true then

				-- play attack sound
				if self.sounds.attack then
					core.sound_play(self.sounds.attack, {
						object = self.object,
						max_hear_distance = self.sounds.distance
					}, true)
				end

				local pos1 = {
					x = s.x + math.random(-3, 3),
					y = s.y - 1,
					z = s.z + math.random(-3, 3)
				}

				local objects = core.get_objects_inside_radius(s, 10)

				for _,obj in ipairs(objects) do

					if (obj:get_luaentity()
					and obj:get_luaentity().name == "nssm:ant_soldier") then
						counter = counter + 1
					end
				end

				if pos1.x ~= s.x and pos1.z ~= s.z
				and core.get_node(pos1).name == "air"
				and counter < 4 then

					nssm:explosion_particles(pos1, 1)

					core.add_entity(pos1, "nssm:ant_soldier")
				end
			end
		end
	end
})
