--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes

local S = minetest.get_translator("mobs_mc")

--###################
--################### GHAST
--###################


mcl_mobs.register_mob("mobs_mc:ghast", {
	description = S("Ghast"),
	type = "monster",
	spawn_class = "hostile",
	pathfinding = 1,
	group_attack = true,
	hp_min = 10,
	hp_max = 10,
	xp_min = 5,
	xp_max = 5,
	collisionbox = {-2, 5, -2, 2, 9, 2},
	doll_size_override = { x = 1.05, y = 1.05 },
	visual = "mesh",
	mesh = "mobs_mc_ghast.b3d",
	spawn_in_group = 1,
	textures = {
		{"mobs_mc_ghast.png"},
	},
	visual_size = {x=12, y=12},
	sounds = {
		shoot_attack = "mobs_fireball",
		attack = "mobs_fireball",
		random = "mobs_eerie",
		distance = 80,
		-- TODO: damage
		-- TODO: better death
	},
	walk_velocity = 1.6,
	run_velocity = 3, -- (was 3.2) since player can run, this is ok for a flying mob
	drops = {
		{name = "mcl_mobitems:gunpowder", chance = 1, min = 0, max = 2, looting = "common"},
	},
	animation = {
		stand_speed = 50, walk_speed = 50, run_speed = 50,
		stand_start = 0,		stand_end = 40,
		walk_start = 0,		walk_end = 40,
		run_start = 0,		run_end = 40,
	},
	fall_damage = 0,
	view_range = 64,
	attack_type = "shoot",
	arrow = "mobs_mc:fireball",
	shoot_interval = 3,
	shoot_offset = -5,
	passive = false,
	jump = true,
	jump_height = 4,
	floats=1,
	fly = true,
	makes_footstep_sound = false,
	instant_death = true,
	fire_resistant = true,
	does_not_prevent_sleep = true,
	can_spawn = function(pos)
		if not minetest.get_item_group(minetest.get_node(pos).name,"solid") then return false end
		local p1=vector.offset(pos,-2,1,-2)
		local p2=vector.offset(pos,2,5,2)
		local nn = minetest.find_nodes_in_area(p1,p2,{"air"})
		if #nn< 41 then return false end
		return true
	end,
	do_custom = function(self)
		if self.firing == true then
			self.base_texture = {"mobs_mc_ghast_firing.png"}
			self.object:set_properties({textures=self.base_texture})
		else
			self.base_texture = {"mobs_mc_ghast.png"}
			self.object:set_properties({textures=self.base_texture})
		end
	end,
})


mcl_mobs.spawn_setup({
	name = "mobs_mc:ghast",
	type_of_spawning = "ground",
	dimension = "nether",
	min_light = 0,
	max_light = 15,
	aoc = 2,
	biomes = {
		"Nether",
	},
	chance = 400,
})

-- fireball (projectile)
mcl_mobs.register_arrow("mobs_mc:fireball", {
	description = S("Ghast Fireball"),
	visual = "sprite",
	visual_size = {x = 1, y = 1},
	textures = {"mcl_fire_fire_charge.png"},
	velocity = 5,
	collisionbox = {-.5, -.5, -.5, .5, .5, .5},
	_is_fireball = true,
	_mcl_fishing_hookable = true,
	_mcl_fishing_reelable = true,
	redirectable = true,
	hit_player = function(self, player)
		mcl_mobs.get_arrow_damage_func(6, "fireball")(self, player)
		local p = self.object:get_pos()
		if p then
			mcl_mobs.mob_class.boom(self,p, 1, true)
		else
			mcl_mobs.mob_class.boom(self,player:get_pos(), 1, true)
		end
	end,

	hit_mob = function(self, mob)
		mcl_mobs.get_arrow_damage_func(6, "fireball")(self, mob)
		mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
	end,

	hit_node = function(self, pos, _)
		mcl_mobs.mob_class.boom(self,pos, 1, true)
	end
})




-- spawn eggs
mcl_mobs.register_egg("mobs_mc:ghast", S("Ghast"), "#f9f9f9", "#bcbcbc", 0)
