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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:
MysticTempest 2020-12-03 10:37:44 -06:00
parent 356977531e
commit 09ccfc9802
2 changed files with 116 additions and 7 deletions

View File

@ -97,6 +97,33 @@ local mod_hunger = minetest.get_modpath("mcl_hunger") ~= nil
local mod_worlds = minetest.get_modpath("mcl_worlds") ~= nil local mod_worlds = minetest.get_modpath("mcl_worlds") ~= nil
local mod_armor = minetest.get_modpath("mcl_armor") ~= 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 -- play sound
local mob_sound = function(self, soundname, is_opinion, fixed_pitch) local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
@ -180,25 +207,61 @@ local do_attack = function(self, player)
end 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 -- move mob in facing direction
local set_velocity = function(self, v) 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 if self.order == "stand" then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
return return
end end
local yaw = (self.object:get_yaw() or 0) + self.rotate local yaw = (self.object:get_yaw() or 0) + self.rotate
local vel = self.object:get_velocity()
self.object:set_velocity({ self.object:set_velocity({
x = sin(yaw) * -v, x = (sin(yaw) * -v) + c_x,
y = (vel and vel.y) or 0, y = self.object:get_velocity().y,
z = cos(yaw) * v z = (cos(yaw) * v) + c_y,
}) })
end end
-- calculate mob velocity -- calculate mob velocity
local get_velocity = function(self) local get_velocity = function(self)
@ -756,7 +819,9 @@ local is_at_cliff_or_danger = function(self)
return true return true
else else
local def = minetest.registered_nodes[bnode.name] local def = minetest.registered_nodes[bnode.name]
return not (def and def.walkable) if def and def.walkable then
return false
end
end end
end end
@ -792,7 +857,9 @@ local is_at_water_danger = function(self)
return true return true
else else
local def = minetest.registered_nodes[bnode.name] local def = minetest.registered_nodes[bnode.name]
return not (def and def.walkable) if def and def.walkable then
return false
end
end end
end end
@ -3319,6 +3386,44 @@ local mob_step = function(self, dtime)
end end
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) follow_flop(self)
if is_at_cliff_or_danger(self) then if is_at_cliff_or_danger(self) then
@ -3504,6 +3609,8 @@ minetest.register_entity(name, {
owner_loyal = def.owner_loyal, owner_loyal = def.owner_loyal,
facing_fence = false, facing_fence = false,
_cmi_is_mob = true, _cmi_is_mob = true,
pushable = def.pushable or true,
-- MCL2 extensions -- MCL2 extensions
teleport = teleport, teleport = teleport,

View File

@ -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 'speed_normal' is used for animation speed for compatibility with some
older mobs. older mobs.
'pushable' Allows players, & other mobs to push the mob.
MineClone 2 extensions: MineClone 2 extensions: