forked from VoxeLibre/VoxeLibre
Enderman use vectors to check distance between player and self
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@ -331,27 +331,30 @@ mobs:register_mob("mobs_mc:enderman", {
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for _,obj in pairs(minetest.get_connected_players()) do
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-- Check if they are looking at us.
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local player_pos = obj:get_pos()
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local look_dir_not_normalized = obj:get_look_dir()
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local look_dir = vector.normalize(look_dir_not_normalized)
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local look_pos = vector.new({x = look_dir.x+player_pos.x, y = look_dir.y+player_pos.y + 1.5, z = look_dir.z+player_pos.z}) -- Arbitrary value (1.5) is head level according to player info mod.
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-- Cast up to 64 to see if player is looking at enderman.
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for n = 1,64,.25 do
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local node = minetest.get_node(look_pos)
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if node.name ~= "air" then
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break
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end
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if look_pos.x-1<enderpos.x and look_pos.x+1>enderpos.x and look_pos.y-2.89<enderpos.y and look_pos.y-2>enderpos.y and look_pos.z-1<enderpos.z and look_pos.z+1>enderpos.z then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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else
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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if vector.distance(enderpos, player_pos) <= 64 then
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local look_dir_not_normalized = obj:get_look_dir()
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local look_dir = vector.normalize(look_dir_not_normalized)
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local look_pos = vector.new({x = look_dir.x+player_pos.x, y = look_dir.y+player_pos.y + 1.5, z = look_dir.z+player_pos.z}) -- Arbitrary value (1.5) is head level according to player info mod.
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-- Cast up to 64 to see if player is looking at enderman.
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for n = 1,64,.25 do
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local node = minetest.get_node(look_pos)
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if node.name ~= "air" then
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break
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end
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if look_pos.x-1<enderpos.x and look_pos.x+1>enderpos.x and look_pos.y-2.89<enderpos.y and look_pos.y-2>enderpos.y and look_pos.z-1<enderpos.z and look_pos.z+1>enderpos.z then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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else
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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end
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end
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look_pos.x = look_pos.x + (.25 * look_dir.x)
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look_pos.y = look_pos.y + (.25 * look_dir.y)
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look_pos.z = look_pos.z + (.25 * look_dir.z)
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end
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look_pos.x = look_pos.x + (.25 * look_dir.x)
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look_pos.y = look_pos.y + (.25 * look_dir.y)
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look_pos.z = look_pos.z + (.25 * look_dir.z)
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end
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end
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-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
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