forked from VoxeLibre/VoxeLibre
Copy mcl_item_entity's item flowing code to allow mobs to be pushed by flowing_water, add TenPlus1's mob shoving code, and fix mob swimming breaking recently.
This commit is contained in:
parent
356977531e
commit
09ccfc9802
|
@ -97,6 +97,33 @@ local mod_hunger = minetest.get_modpath("mcl_hunger") ~= nil
|
|||
local mod_worlds = minetest.get_modpath("mcl_worlds") ~= nil
|
||||
local mod_armor = minetest.get_modpath("mcl_armor") ~= nil
|
||||
|
||||
|
||||
----For Water Flowing:
|
||||
local enable_physics = function(object, luaentity, ignore_check)
|
||||
if luaentity.physical_state == false or ignore_check == true then
|
||||
luaentity.physical_state = true
|
||||
object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
object:set_velocity({x=0,y=0,z=0})
|
||||
object:set_acceleration({x=0,y=-9.81,z=0})
|
||||
end
|
||||
end
|
||||
|
||||
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
|
||||
if luaentity.physical_state == true or ignore_check == true then
|
||||
luaentity.physical_state = false
|
||||
object:set_properties({
|
||||
physical = false
|
||||
})
|
||||
if reset_movement ~= false then
|
||||
object:set_velocity({x=0,y=0,z=0})
|
||||
object:set_acceleration({x=0,y=0,z=0})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- play sound
|
||||
local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
|
||||
|
||||
|
@ -180,25 +207,61 @@ local do_attack = function(self, player)
|
|||
end
|
||||
|
||||
|
||||
-- collision function borrowed amended from jordan4ibanez open_ai mod
|
||||
local collision = function(self)
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
local vel = self.object:get_velocity()
|
||||
local x = 0
|
||||
local z = 0
|
||||
local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
|
||||
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, width)) do
|
||||
|
||||
if object:is_player()
|
||||
or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then
|
||||
|
||||
local pos2 = object:get_pos()
|
||||
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
|
||||
local force = (width + 0.5) - vector.distance(
|
||||
{x = pos.x, y = 0, z = pos.z},
|
||||
{x = pos2.x, y = 0, z = pos2.z})
|
||||
|
||||
x = x + (vec.x * force)
|
||||
z = z + (vec.z * force)
|
||||
end
|
||||
end
|
||||
|
||||
return({x,z})
|
||||
end
|
||||
|
||||
-- move mob in facing direction
|
||||
local set_velocity = function(self, v)
|
||||
|
||||
-- do not move if mob has been ordered to stay
|
||||
local c_x, c_y = 0, 0
|
||||
|
||||
-- can mob be pushed, if so calculate direction
|
||||
if self.pushable then
|
||||
c_x, c_y = unpack(collision(self))
|
||||
end
|
||||
|
||||
-- halt mob if it has been ordered to stay
|
||||
if self.order == "stand" then
|
||||
self.object:set_velocity({x = 0, y = 0, z = 0})
|
||||
return
|
||||
end
|
||||
|
||||
local yaw = (self.object:get_yaw() or 0) + self.rotate
|
||||
local vel = self.object:get_velocity()
|
||||
|
||||
self.object:set_velocity({
|
||||
x = sin(yaw) * -v,
|
||||
y = (vel and vel.y) or 0,
|
||||
z = cos(yaw) * v
|
||||
x = (sin(yaw) * -v) + c_x,
|
||||
y = self.object:get_velocity().y,
|
||||
z = (cos(yaw) * v) + c_y,
|
||||
})
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- calculate mob velocity
|
||||
local get_velocity = function(self)
|
||||
|
||||
|
@ -756,7 +819,9 @@ local is_at_cliff_or_danger = function(self)
|
|||
return true
|
||||
else
|
||||
local def = minetest.registered_nodes[bnode.name]
|
||||
return not (def and def.walkable)
|
||||
if def and def.walkable then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -792,7 +857,9 @@ local is_at_water_danger = function(self)
|
|||
return true
|
||||
else
|
||||
local def = minetest.registered_nodes[bnode.name]
|
||||
return not (def and def.walkable)
|
||||
if def and def.walkable then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -3319,6 +3386,44 @@ local mob_step = function(self, dtime)
|
|||
end
|
||||
end
|
||||
|
||||
-- Add water flowing for mobs from mcl_item_entity
|
||||
local p = self.object:get_pos()
|
||||
local node = minetest.get_node_or_nil(p)
|
||||
local nn = node.name
|
||||
local def = minetest.registered_nodes[nn]
|
||||
|
||||
|
||||
-- Move item around on flowing liquids
|
||||
if def and def.liquidtype == "flowing" then
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.39
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
elseif self._flowing == true then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
return
|
||||
end
|
||||
|
||||
--Mob following code.
|
||||
follow_flop(self)
|
||||
|
||||
if is_at_cliff_or_danger(self) then
|
||||
|
@ -3504,6 +3609,8 @@ minetest.register_entity(name, {
|
|||
owner_loyal = def.owner_loyal,
|
||||
facing_fence = false,
|
||||
_cmi_is_mob = true,
|
||||
pushable = def.pushable or true,
|
||||
|
||||
|
||||
-- MCL2 extensions
|
||||
teleport = teleport,
|
||||
|
|
|
@ -222,6 +222,8 @@ functions needed for the mob to work properly which contains the following:
|
|||
|
||||
'speed_normal' is used for animation speed for compatibility with some
|
||||
older mobs.
|
||||
'pushable' Allows players, & other mobs to push the mob.
|
||||
|
||||
|
||||
|
||||
MineClone 2 extensions:
|
||||
|
|
Loading…
Reference in New Issue