
Mobs Redo: VoxeLibre Edition
API documentation
==============================

Welcome to the world of mobs in Luanti and hopefully an easy guide to defining
your own mobs and having them appear in your worlds.


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.
	'initial_properties'	Initial entity properties. Has these fields:
		'hp_min'		the minimum health value the mob can spawn with.
		'hp_max'		the maximum health value the mob can spawn with.
		'breath_max'	The maximum breath value the mob can spawn with and can have.
					If -1 (default), mob does not take drowning damage.
	'breathes_in_water' If true, mob loses breath when not in water. Otherwise,
					mob loses breath when inside a node with `drowning` attribute
					set (default: false).
	'armor'			entity armor groups (see lua_api.txt). If table, a list of
					armor groups like for entities. If number, set value of
					'fleshy' armor group only.
					Note: The 'immortal=1' armor group will automatically be added
					since this mod handles health and damage manually.
					Default: 100 (mob will take full dmg from 'fleshy' hits)
	'passive'		when true 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.
	'walk_chance'	has a 0-100 chance value your mob will walk from standing,
					set to 0 for jumping mobs only.
	'jump'		when true allows your mob to jump updwards.
	'jump_height'	holds the height your mob can jump, 0 to disable jumping.
	'stepheight'	height of a block that your mob can easily walk up onto,
					defaults to 0.6.
	'fly'			when true allows your mob to fly around instead of walking.
	'fly_in'		holds the node name or a table of node names in which the
					mob flies (or swims) around in. The special name
					'__airlike' stands for all nodes with 'walkable=false'
					that are not liquids
	'runaway'		if true causes animals to turn and run away when hit.
	'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.
	'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 (default: 0).
	'lava_damage'	holds the damage per second inflicted to mobs when standing
					in lava (default: 8).
	'fire_damage'	holds the damage per second inflicted to mobs when standing
					in fire (default: 1).
	'light_damage'holds the damage per second inflicted to mobs when it's too
					bright (above 13 light).
	'suffocation'	when true causes mobs to suffocate inside solid blocks (2 damage per second).
	'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"}

	'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.
	'attacks_monsters'	when true has npc's attacking monsters or not.
	'attack_animals'	when true will have monsters attacking animals.
	'owner_loyal'		 when true will have tamed mobs attack anything player
						 punches when nearby.
	'group_attack'		when true has same mob type grouping together to attack
						 offender.
						 [MCL2 extension:] When a table, this is a list of
						 mob types that will get alerted as well (besides same mob type)
	'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.
	'explosiontimer_reset_radius'	The distance you must travel before the timer will be reset.
	'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.
	'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.
	'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).
	'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.

	'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.
	'base_pitch'		base pitch to use adult mobs, default is 1.0 (MCL2 extension)
	'random'			played randomly from time to time.
						also played for overfeeding animal.
	'eat'				played when mob eats something
	'war_cry'			what you hear when mob starts to attack player. (currently disabled)
	'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. There's a built-in cooloff timer to avoid sound spam
	'flop'				played when mob flops (like a stranded fish)
	'fuse'				sound played when mob explode timer starts.
	'explode'			sound played when mob explodes.

	Note: For all sounds except fuse and explode, the pitch is slightly randomized from the base pitch
	The pitch of children is 50% higher.

	'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., defaults to 1
		'min'	      minimum number of items dropped, defaults to 1
		'max'	      maximum number of items dropped, defaults to drop.min
		'looting'      controls player-kill and looting behaviour. Options:
			- "common" (default): allowed on non-player deaths; looting increases quantity.
			- "rare": disallowed on non-player deaths; looting increases chance.
		'conditions'  table of conditions that may affect the drop, fields are:
			'guarantee_if_killed_by'  list of mob ids. if any of the mobs in this list killed this mob
			                          then the drop is guaranteed

	'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, 0.8, 0.5}.
						NOTE: Due to a workaround, the upper Y coordinate will be forced
						to a minimum value of 0.79.
	'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.
	'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.
	'double_melee_attack' when true has the api choose between 'punch' and
					'punch2' animations.

	'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'
		'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.
	}

	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.
	'pushable'	Allows players, & other mobs to push the mob.



	VoxeLibre extensions:

	'spawn_class' 		Classification of mod for the spawning algorithm:
						"hostile", "passive", "ambient" or "water"
	'ignores_nametag' 	if true, mob cannot be named by nametag
	'rain_damage' 		damage per second if mob is standing in rain (default: 0)
	'sunlight_damage' 	holds the damage per second inflicted to mobs when they
						are in direct sunlight
	'spawn_small_alternative' name of a smaller mob to use as replacement if
								 spawning fails due to space requirements
	'glow' 				same as in entity definition
	'child' 			if true, spawn mob as child
	'shoot_arrow(self, pos, dir)' function that is called when mob wants to shoot an arrow.
									You can spawn your own arrow here. pos is mob position,
									dir is mob's aiming direction
	'sounds_child' 		same as sounds, but for childs. If not defined, childs will use same
						sound as adults but with higher pitch
	'follow_velocity' 	The speed at which a mob moves toward the player when they're holding the appropriate follow item.
	'instant_death' 	If true, mob dies instantly (no death animation or delay) (default: false)
	'xp_min'			the minimum XP it drops on death (default: 0)
	'xp_max'			the maximum XP it drops on death (default: 0)
	'fire_resistant' 	If true, the mob can't burn
	'fire_damage_resistant' If true the mob will not take damage when burning
	'ignited_by_sunlight' If true the mod will burn at daytime. (Takes sunlight_damage per second)
	'nofollow'			Do not follow players when they wield the "follow" item. For mobs (like villagers)
						that are bred in a different way.
	'pick_up'			table of itemstrings the mob will pick up (e.g. for breeding)
	'on_pick_up'		function that will be called on item pickup - arguments are self and the itementity return a (modified) itemstack
	'custom_visual_size' will not reset visual_size from the base class on reload
	'noyaw'				If true this mob will not automatically change yaw
	'particlespawners'	Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
    'attack_frequency'  Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.

	mobs:gopath(self,target,callback_arrived)		pathfind a way to target and run callback on arrival
	'_vl_projectile'	Table with Projectile API behaviors. Current members are:
		'can_punch(self, projectile_luaentity)'	return 'false' from this function to prevent the provided projectile
										from colliding with the mob



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. Also called
		when not actually replacing due to mobs_griefing setting being false.
	'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.


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). Return true to skip the builtin
					death animation and death effects
	'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).
	'on_die'		 a function that is called when mob is killed (self, pos)
	'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.breath'		contains current breath of mob, if mob takes drowning
						damage at all (cannot exceed self.breath_max). Breath
						decreases by 1 each second while in a node with drowning
						damage and increases by 1 each second otherwise.
	'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 to track whether some special item has been
						gotten from the mob, for example, wool from sheep.
						Initialized as false, and the mob must set this value
						manually.
	'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.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
	'self.nametag'		contains the name of the mob which it can show above
	'self.force_attack' set to true to forcefully enable attack AI if its disabled
						through game settings


Spawning Mobs in World
----------------------

mobs:register_spawn(name, nodes, max_light, min_light, chance,
	active_object_count, max_height, day_toggle)

mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
	chance, active_object_count, min_height, max_height, day_toggle, on_spawn)

These functions register a spawn algorithm for the mob. Without this function
the call the mobs won't spawn.

	'name'				is the name of the animal/monster
	'nodes'				is a list of nodenames on that the animal/monster can
						spawn on top of
	'neighbors'			is a list of nodenames on that the animal/monster will
						spawn beside (default is {"air"} for
						mobs:register_spawn)
	'max_light'			is the maximum of light
	'min_light'			is the minimum of light
	'interval'			is same as in register_abm() (default is 30 for
						mobs:register_spawn)
	'chance'			is same as in register_abm()
	'active_object_count' number of this type of mob to spawn at one time inside
						map area
	'min_height'		is the minimum height the mob can spawn
	'max_height'		is the maximum height the mob can spawn
	'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.

A simpler way to handle mob spawns has been added with the mobs:spawn(def)
command which uses above names to make settings clearer:

	mobs:spawn({name = "mobs_monster:tree_monster",
		nodes = {"group:leaves"},
		max_light = 7,
	})


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


VoxeLibre extensions
----------------------

mcl_mobs:spawn_child(pos, mob_type)

This function spawns a mob as a child. The parameter mob_type is the
entitystring of the new mob.
This function returns the mob on success and nil otherwise.

mobs:death_effect(pos, collisionbox)

Create death particles at pos with the given collisionbox.

mcl_mobs.spawn(pos,name/entity name)

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()
		'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, mob)
		'hit_object'	a function that is called when the arrow hits an object
					that is neither a player nor a mob. this function should
					hurt the object, the parameters are (self, object)
		'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.
		'_vl_projectile'	table with Projectile API properties. Refer to mods/ITEMS/vl_projectile/api.md
						for documentation.


Spawn Eggs
----------

mobs:register_egg(name, description, background_color, overlay_color, addegg, no_creative)

This function registers a spawn egg which can be used by admin to properly spawn in a mob.

	'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_color' and 'overlay_color' define the colors for 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:boom(self, pos, radius, info_overrides, preserve_self)
    'self'              mob entity
    'pos'               centre position of explosion
    'radius'            blast radius of explosion (typically set to 3)
    'info_overrides'	is a table of parametric information to override the
                        default values passed to the explosions API
    'preserve_self'		will prevent the mob entity from deleting itself after
                        the explosion (default is false)

This function generates an explosion that:
    1. Damages any entity caught inside the blast radius;
    2. Will remove nodes in the blast radius if:
        a. Mob griefing is enabled or 'info_overrides.griefing == true', and;
        b. The nodes are not protected, or;
        c. The nodes are protected and 'info_overrides.grief_protected == true'.
        
The mob will then delete itself unless 'preserve_self' is passed.

The default 'info' values passed to the Explosions API are:
{ 
    drop_chance = 1.0, 
    griefing = mobs_griefing == true,
    grief_protected = false 
}
See mcl_explosion.explode for a list of parameters that can be overriden.


mobs:capture_mob
----------------

mobs:capture_mob(...)

Does nothing and returns false.

This function is provided for compability with Mobs Redo for an attempt to
capture a mob.
Mobs cannot be captured in VoxeLibre.

In Mobs Redo, this is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob. See Mobs Redo documentation
of parameters.

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}


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, damage 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)
	'mob_difficulty'		sets difficulty level (health and hit damage
							multiplied by this number), defaults to 1.0.
	'mob_spawn_chance'		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.

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_chance 11000
mobs_monster:sand_monster_chance 100

Registering Mob Conversion
----------------

Sometimes you need to completely replace one mob with a different version. To do this, use:

	mcl_mobs.register_conversion(old_name, new_name)


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
})
