Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to.

This commit is contained in:
ancientmarinerdev 2023-06-19 01:32:20 +01:00
parent 23711950c1
commit 658f244ae4
2 changed files with 18 additions and 9 deletions

View File

@ -873,10 +873,13 @@ function mob_class:do_states_attack (dtime)
local dist = vector.distance(p, s) local dist = vector.distance(p, s)
if self.attack_type == "explode" then if self.attack_type == "explode" then
if target_line_of_sight then
local vec = { x = p.x - s.x, z = p.z - s.z } local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime) yaw = self:set_yaw( yaw, 0, dtime)
end
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
@ -900,10 +903,10 @@ function mob_class:do_states_attack (dtime)
end end
-- walk right up to player unless the timer is active -- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
self:set_velocity( 0) self:set_velocity(0)
else else
self:set_velocity( self.run_velocity) self:set_velocity(self.run_velocity)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then

View File

@ -316,8 +316,14 @@ local function who_are_you_looking_at (self, dtime)
local stop_look_at_player = stop_look_at_player_chance == 1 local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack or self.following then if self.attack then
self._locked_object = self.attack or self.following if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then elseif self._locked_object then
if stop_look_at_player then if stop_look_at_player then
--minetest.log("Stop look: ".. self.name) --minetest.log("Stop look: ".. self.name)