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Improve mob to mob collision

This commit is contained in:
jordan4ibanez 2021-04-13 20:00:38 -04:00
parent 1210bc463a
commit aa4d34c10e
1 changed files with 44 additions and 30 deletions

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@ -140,69 +140,67 @@ if minetest_settings:get_bool("only_peaceful_mobs", false) then
end)
end
local integer_test = {-1,1}
--slightly adjust mob position to prevent equal length
--corner/wall sticking
pos.x = pos.x + ((math_random()/2)*integer_test[math.random(1,2)])
pos.z = pos.z + ((math_random()/2)*integer_test[math.random(1,2)])
local collision = function(self)
pos = self.object:get_pos()
local pos = self.object:get_pos()
--do collision detection from the base of the mob
collisionbox = self.object:get_properties().collisionbox
local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
collision_boundary = collisionbox[4]
local collision_boundary = collisionbox[4]
radius = collision_boundary
local radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
collision_count = 0
local collision_count = 0
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
if object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) and
if object and object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) then--and
--don't collide with rider, rider don't collide with thing
(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
--(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
if collision_count > 100 then
break
end
pos2 = object:get_pos()
local pos2 = object:get_pos()
object_collisionbox = object:get_properties().collisionbox
local object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
object_collision_boundary = object_collisionbox[4]
local object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
y_top_diff = (pos.y + collisionbox[5]) - pos2.y
local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
dir = vector.direction(pos,pos2)
local dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random())
--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/2)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/2)*integer_test[math.random(1,2)])
end
---- JUST MAKE THIS DIR FROM NOW ON --- FIX MEEEEE
@ -210,16 +208,21 @@ local collision = function(self)
--local velocity = vector.normalize(dir)
vel1 = vector.multiply(velocity, -1)
vel2 = velocity
local vel1 = vector.multiply(velocity, -1)
local vel2 = velocity
local current_mob_velocity = self.object:get_velocity()
if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then
self.object:add_velocity(vel1)
end
local new_mob_velocity = vector.subtract(vel1, current_mob_velocity)
new_mob_velocity.y = 0
--if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then
self.object:add_velocity(new_mob_velocity)
--end
--reenable fire spreading eventually
@ -227,6 +230,12 @@ local collision = function(self)
local current_vel = object:get_velocity()
--local new_vel = vector.subtract(vel2, current_vel)
--new_vel.y = 0
if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_player_velocity(vel2)
end
@ -242,9 +251,14 @@ local collision = function(self)
else
local current_vel = object:get_velocity()
if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_velocity(vel2)
end
local new_vel = vector.subtract(vel2, current_vel)
new_vel.y = 0
--if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_velocity(new_vel)
--end
--if self.on_fire then
-- start_fire(object)
--end