forked from VoxeLibre/VoxeLibre
Merge branch 'master' into mcl_bamboo_too
This commit is contained in:
commit
533f59bf27
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@ -2,8 +2,6 @@ local mob_class = mcl_mobs.mob_class
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||||||
local mob_class_meta = {__index = mcl_mobs.mob_class}
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local mob_class_meta = {__index = mcl_mobs.mob_class}
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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-- API for Mobs Redo: MineClone 2 Edition (MRM)
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-- API for Mobs Redo: MineClone 2 Edition (MRM)
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local MAX_MOB_NAME_LENGTH = 30
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local PATHFINDING = "gowp"
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local PATHFINDING = "gowp"
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@ -17,21 +15,9 @@ local function mcl_log (message)
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end
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end
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end
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end
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-- Invisibility mod check
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-- Invisibility mod check
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mcl_mobs.invis = {}
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mcl_mobs.invis = {}
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-- localize math functions
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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local remove_far = true
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local remove_far = true
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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@ -297,51 +283,67 @@ function mob_class:mob_activate(staticdata, def, dtime)
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end
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end
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end
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end
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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function mob_class:do_states(dtime)
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--if self.can_open_doors then check_doors(self) end
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if self.state == "stand" then
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self:do_states_stand()
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elseif self.state == PATHFINDING then
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self:check_gowp(dtime)
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elseif self.state == "walk" then
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self:do_states_walk()
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elseif self.state == "runaway" then
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-- runaway when punched
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self:do_states_runaway()
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elseif self.state == "attack" then
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-- attack routines (explode, dogfight, shoot, dogshoot)
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if self:do_states_attack(dtime) then
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return true
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end
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end
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end
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local function update_timers (self, dtime)
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-- knockback timer
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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return true
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end
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-- attack timer
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self.timer = self.timer + dtime
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.timer < 1 then
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return true
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end
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self.timer = 0
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end
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-- never go over 100
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if self.timer > 100 then
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self.timer = 1
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end
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end
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-- main mob function
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-- main mob function
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function mob_class:on_step(dtime)
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function mob_class:on_step(dtime)
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self.lifetimer = self.lifetimer - dtime
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self.lifetimer = self.lifetimer - dtime
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not pos then return end
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if not pos then return end
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if self:check_despawn(pos) then return true end
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if self:check_despawn(pos) then return true end
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local d = 0.85
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self:slow_mob()
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if self:check_dying() then d = 0.92 end
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local v = self.object:get_velocity()
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if v then
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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end
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if self:falling(pos) then return end
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if self:falling(pos) then return end
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self:check_suspend()
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self:check_suspend()
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self:check_water_flow()
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self:check_water_flow()
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local yaw = 0
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self:env_danger_movement_checks (dtime)
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if self:is_at_water_danger() and self.state ~= "attack" then
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if math.random(1, 10) <= 6 then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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else
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if self.move_in_group ~= false then
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self:check_herd(dtime)
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end
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end
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if self:is_at_cliff_or_danger() then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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end
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if not self.fire_resistant then
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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mcl_burning.tick(self.object, dtime, self)
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@ -378,63 +380,23 @@ function mob_class:on_step(dtime)
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-- run custom function (defined in mob lua file)
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-- run custom function (defined in mob lua file)
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if self.do_custom then
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if self.do_custom then
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-- when false skip going any further
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if self.do_custom(self, dtime) == false then
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if self.do_custom(self, dtime) == false then
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return
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return
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end
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end
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end
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end
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-- knockback timer
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if update_timers(self, dtime) then return end
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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return
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end
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-- attack timer
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self.timer = self.timer + dtime
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.timer < 1 then
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return
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end
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self.timer = 0
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end
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self:check_particlespawners(dtime)
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self:check_particlespawners(dtime)
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self:check_item_pickup()
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self:check_item_pickup()
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-- never go over 100
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if self.timer > 100 then
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self.timer = 1
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end
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-- mob plays random sound at times
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if math.random(1, 70) == 1 then
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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self:mob_sound("random", true)
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end
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end
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-- environmental damage timer (every 1 second)
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if self:env_damage (dtime, pos) then return end
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self.env_damage_timer = self.env_damage_timer + dtime
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if self:do_states(dtime) then return end
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if (self.state == "attack" and self.env_damage_timer > 1)
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or self.state ~= "attack" then
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self:check_entity_cramming()
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self.env_damage_timer = 0
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-- check for environmental damage (water, fire, lava etc.)
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if self:do_env_damage() then
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return
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end
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-- node replace check (cow eats grass etc.)
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self:replace(pos)
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end
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if self:do_states(dtime) then
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return
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end
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if not self.object:get_luaentity() then
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if not self.object:get_luaentity() then
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return false
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return false
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@ -1,7 +1,6 @@
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local mob_class = mcl_mobs.mob_class
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local MAX_MOB_NAME_LENGTH = 30
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local HORNY_TIME = 30
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 300
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local HORNY_AGAIN_TIME = 300
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local CHILD_GROW_TIME = 60*20
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local CHILD_GROW_TIME = 60*20
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@ -8,6 +8,18 @@ local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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local enable_pathfinding = true
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
|
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return 0
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else
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return atann(x)
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end
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end
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-- check if daytime and also if mob is docile during daylight hours
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-- check if daytime and also if mob is docile during daylight hours
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function mob_class:day_docile()
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function mob_class:day_docile()
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if self.docile_by_day == false then
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if self.docile_by_day == false then
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@ -794,3 +806,397 @@ function mob_class:check_aggro(dtime)
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end
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end
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self._check_aggro_timer = self._check_aggro_timer + dtime
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self._check_aggro_timer = self._check_aggro_timer + dtime
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end
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end
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function mob_class:do_states_attack (dtime)
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local yaw = self.object:get_yaw() or 0
|
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
|
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|
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-- stop attacking if player invisible or out of range
|
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if not self.attack
|
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or not self.attack:get_pos()
|
||||||
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or not self:object_in_range(self.attack)
|
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or self.attack:get_hp() <= 0
|
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or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
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|
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self.state = "stand"
|
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self:set_velocity( 0)
|
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self:set_animation( "stand")
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self.attack = nil
|
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self.v_start = false
|
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self.timer = 0
|
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self.blinktimer = 0
|
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self.path.way = nil
|
||||||
|
|
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|
return
|
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|
end
|
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|
|
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-- calculate distance from mob and enemy
|
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local dist = vector.distance(p, s)
|
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|
||||||
|
if self.attack_type == "explode" then
|
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|
||||||
|
local vec = {
|
||||||
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x = p.x - s.x,
|
||||||
|
z = p.z - s.z
|
||||||
|
}
|
||||||
|
|
||||||
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||||
|
|
||||||
|
if p.x > s.x then yaw = yaw +math.pi end
|
||||||
|
|
||||||
|
yaw = self:set_yaw( yaw, 0, dtime)
|
||||||
|
|
||||||
|
local node_break_radius = self.explosion_radius or 1
|
||||||
|
local entity_damage_radius = self.explosion_damage_radius
|
||||||
|
or (node_break_radius * 2)
|
||||||
|
|
||||||
|
-- start timer when in reach and line of sight
|
||||||
|
if not self.v_start
|
||||||
|
and dist <= self.reach
|
||||||
|
and self:line_of_sight( s, p, 2) then
|
||||||
|
|
||||||
|
self.v_start = true
|
||||||
|
self.timer = 0
|
||||||
|
self.blinktimer = 0
|
||||||
|
self:mob_sound("fuse", nil, false)
|
||||||
|
|
||||||
|
-- stop timer if out of reach or direct line of sight
|
||||||
|
elseif self.allow_fuse_reset
|
||||||
|
and self.v_start
|
||||||
|
and (dist >= self.explosiontimer_reset_radius
|
||||||
|
or not self:line_of_sight( s, p, 2)) then
|
||||||
|
self.v_start = false
|
||||||
|
self.timer = 0
|
||||||
|
self.blinktimer = 0
|
||||||
|
self.blinkstatus = false
|
||||||
|
self:remove_texture_mod("^[brighten")
|
||||||
|
end
|
||||||
|
|
||||||
|
-- walk right up to player unless the timer is active
|
||||||
|
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
||||||
|
self:set_velocity( 0)
|
||||||
|
else
|
||||||
|
self:set_velocity( self.run_velocity)
|
||||||
|
end
|
||||||
|
|
||||||
|
if self.animation and self.animation.run_start then
|
||||||
|
self:set_animation( "run")
|
||||||
|
else
|
||||||
|
self:set_animation( "walk")
|
||||||
|
end
|
||||||
|
|
||||||
|
if self.v_start then
|
||||||
|
|
||||||
|
self.timer = self.timer + dtime
|
||||||
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
||||||
|
|
||||||
|
if self.blinktimer > 0.2 then
|
||||||
|
|
||||||
|
self.blinktimer = 0
|
||||||
|
|
||||||
|
if self.blinkstatus then
|
||||||
|
self:remove_texture_mod("^[brighten")
|
||||||
|
else
|
||||||
|
self:add_texture_mod("^[brighten")
|
||||||
|
end
|
||||||
|
|
||||||
|
self.blinkstatus = not self.blinkstatus
|
||||||
|
end
|
||||||
|
|
||||||
|
if self.timer > self.explosion_timer then
|
||||||
|
|
||||||
|
local pos = self.object:get_pos()
|
||||||
|
|
||||||
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||||
|
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
||||||
|
else
|
||||||
|
minetest.sound_play(self.sounds.explode, {
|
||||||
|
pos = pos,
|
||||||
|
gain = 1.0,
|
||||||
|
max_hear_distance = self.sounds.distance or 32
|
||||||
|
}, true)
|
||||||
|
self:entity_physics(pos,entity_damage_radius)
|
||||||
|
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
||||||
|
end
|
||||||
|
mcl_burning.extinguish(self.object)
|
||||||
|
self.object:remove()
|
||||||
|
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
elseif self.attack_type == "dogfight"
|
||||||
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
||||||
|
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
||||||
|
|
||||||
|
if self.fly
|
||||||
|
and dist > self.reach then
|
||||||
|
|
||||||
|
local p1 = s
|
||||||
|
local me_y = math.floor(p1.y)
|
||||||
|
local p2 = p
|
||||||
|
local p_y = math.floor(p2.y + 1)
|
||||||
|
local v = self.object:get_velocity()
|
||||||
|
|
||||||
|
if self:flight_check( s) then
|
||||||
|
|
||||||
|
if me_y < p_y then
|
||||||
|
|
||||||
|
self.object:set_velocity({
|
||||||
|
x = v.x,
|
||||||
|
y = 1 * self.walk_velocity,
|
||||||
|
z = v.z
|
||||||
|
})
|
||||||
|
|
||||||
|
elseif me_y > p_y then
|
||||||
|
|
||||||
|
self.object:set_velocity({
|
||||||
|
x = v.x,
|
||||||
|
y = -1 * self.walk_velocity,
|
||||||
|
z = v.z
|
||||||
|
})
|
||||||
|
end
|
||||||
|
else
|
||||||
|
if me_y < p_y then
|
||||||
|
|
||||||
|
self.object:set_velocity({
|
||||||
|
x = v.x,
|
||||||
|
y = 0.01,
|
||||||
|
z = v.z
|
||||||
|
})
|
||||||
|
|
||||||
|
elseif me_y > p_y then
|
||||||
|
|
||||||
|
self.object:set_velocity({
|
||||||
|
x = v.x,
|
||||||
|
y = -0.01,
|
||||||
|
z = v.z
|
||||||
|
})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
-- rnd: new movement direction
|
||||||
|
if self.path.following
|
||||||
|
and self.path.way
|
||||||
|
and self.attack_type ~= "dogshoot" then
|
||||||
|
|
||||||
|
-- no paths longer than 50
|
||||||
|
if #self.path.way > 50
|
||||||
|
or dist < self.reach then
|
||||||
|
self.path.following = false
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local p1 = self.path.way[1]
|
||||||
|
|
||||||
|
if not p1 then
|
||||||
|
self.path.following = false
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
||||||
|
-- reached waypoint, remove it from queue
|
||||||
|
table.remove(self.path.way, 1)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- set new temporary target
|
||||||
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
||||||
|
end
|
||||||
|
|
||||||
|
local vec = {
|
||||||
|
x = p.x - s.x,
|
||||||
|
z = p.z - s.z
|
||||||
|
}
|
||||||
|
|
||||||
|
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
||||||
|
|
||||||
|
if p.x > s.x then yaw = yaw + math.pi end
|
||||||
|
|
||||||
|
yaw = self:set_yaw( yaw, 0, dtime)
|
||||||
|
|
||||||
|
-- move towards enemy if beyond mob reach
|
||||||
|
if dist > self.reach then
|
||||||
|
|
||||||
|
-- path finding by rnd
|
||||||
|
if self.pathfinding -- only if mob has pathfinding enabled
|
||||||
|
and enable_pathfinding then
|
||||||
|
|
||||||
|
self:smart_mobs(s, p, dist, dtime)
|
||||||
|
end
|
||||||
|
|
||||||
|
if self:is_at_cliff_or_danger() then
|
||||||
|
|
||||||
|
self:set_velocity( 0)
|
||||||
|
self:set_animation( "stand")
|
||||||
|
local yaw = self.object:get_yaw() or 0
|
||||||
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||||
|
else
|
||||||
|
|
||||||
|
if self.path.stuck then
|
||||||
|
self:set_velocity( self.walk_velocity)
|
||||||
|
else
|
||||||
|
self:set_velocity( self.run_velocity)
|
||||||
|
end
|
||||||
|
|
||||||
|
if self.animation and self.animation.run_start then
|
||||||
|
self:set_animation( "run")
|
||||||
|
else
|
||||||
|
self:set_animation( "walk")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
else -- rnd: if inside reach range
|
||||||
|
|
||||||
|
self.path.stuck = false
|
||||||
|
self.path.stuck_timer = 0
|
||||||
|
self.path.following = false -- not stuck anymore
|
||||||
|
|
||||||
|
self:set_velocity( 0)
|
||||||
|
|
||||||
|
if not self.custom_attack then
|
||||||
|
|
||||||
|
if self.timer > 1 then
|
||||||
|
|
||||||
|
self.timer = 0
|
||||||
|
|
||||||
|
if self.double_melee_attack
|
||||||
|
and math.random(1, 2) == 1 then
|
||||||
|
self:set_animation( "punch2")
|
||||||
|
else
|
||||||
|
self:set_animation( "punch")
|
||||||
|
end
|
||||||
|
|
||||||
|
local p2 = p
|
||||||
|
local s2 = s
|
||||||
|
|
||||||
|
p2.y = p2.y + .5
|
||||||
|
s2.y = s2.y + .5
|
||||||
|
|
||||||
|
if self:line_of_sight( p2, s2) == true then
|
||||||
|
|
||||||
|
-- play attack sound
|
||||||
|
self:mob_sound("attack")
|
||||||
|
|
||||||
|
-- punch player (or what player is attached to)
|
||||||
|
local attached = self.attack:get_attach()
|
||||||
|
if attached then
|
||||||
|
self.attack = attached
|
||||||
|
end
|
||||||
|
self.attack:punch(self.object, 1.0, {
|
||||||
|
full_punch_interval = 1.0,
|
||||||
|
damage_groups = {fleshy = self.damage}
|
||||||
|
}, nil)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else -- call custom attack every second
|
||||||
|
if self.custom_attack
|
||||||
|
and self.timer > 1 then
|
||||||
|
|
||||||
|
self.timer = 0
|
||||||
|
|
||||||
|
self.custom_attack(self, p)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
elseif self.attack_type == "shoot"
|
||||||
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
||||||
|
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
||||||
|
|
||||||
|
p.y = p.y - .5
|
||||||
|
s.y = s.y + .5
|
||||||
|
|
||||||
|
local dist = vector.distance(p, s)
|
||||||
|
local vec = {
|
||||||
|
x = p.x - s.x,
|
||||||
|
y = p.y - s.y,
|
||||||
|
z = p.z - s.z
|
||||||
|
}
|
||||||
|
|
||||||
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||||
|
|
||||||
|
if p.x > s.x then yaw = yaw +math.pi end
|
||||||
|
|
||||||
|
yaw = self:set_yaw( yaw, 0, dtime)
|
||||||
|
|
||||||
|
local stay_away_from_player = vector.new(0,0,0)
|
||||||
|
|
||||||
|
--strafe back and fourth
|
||||||
|
|
||||||
|
--stay away from player so as to shoot them
|
||||||
|
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
||||||
|
self:set_animation( "shoot")
|
||||||
|
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
||||||
|
end
|
||||||
|
|
||||||
|
if self.strafes then
|
||||||
|
if not self.strafe_direction then
|
||||||
|
self.strafe_direction = 1.57
|
||||||
|
end
|
||||||
|
if math.random(40) == 1 then
|
||||||
|
self.strafe_direction = self.strafe_direction*-1
|
||||||
|
end
|
||||||
|
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
||||||
|
else
|
||||||
|
self:set_velocity( 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
local p = self.object:get_pos()
|
||||||
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
||||||
|
|
||||||
|
if self.shoot_interval
|
||||||
|
and self.timer > self.shoot_interval
|
||||||
|
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
||||||
|
and math.random(1, 100) <= 60 then
|
||||||
|
|
||||||
|
self.timer = 0
|
||||||
|
self:set_animation( "shoot")
|
||||||
|
|
||||||
|
-- play shoot attack sound
|
||||||
|
self:mob_sound("shoot_attack")
|
||||||
|
|
||||||
|
-- Shoot arrow
|
||||||
|
if minetest.registered_entities[self.arrow] then
|
||||||
|
|
||||||
|
local arrow, ent
|
||||||
|
local v = 1
|
||||||
|
if not self.shoot_arrow then
|
||||||
|
self.firing = true
|
||||||
|
minetest.after(1, function()
|
||||||
|
self.firing = false
|
||||||
|
end)
|
||||||
|
arrow = minetest.add_entity(p, self.arrow)
|
||||||
|
ent = arrow:get_luaentity()
|
||||||
|
if ent.velocity then
|
||||||
|
v = ent.velocity
|
||||||
|
end
|
||||||
|
ent.switch = 1
|
||||||
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
||||||
|
|
||||||
|
-- important for mcl_shields
|
||||||
|
ent._shooter = self.object
|
||||||
|
ent._saved_shooter_pos = self.object:get_pos()
|
||||||
|
end
|
||||||
|
|
||||||
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
||||||
|
-- offset makes shoot aim accurate
|
||||||
|
vec.y = vec.y + self.shoot_offset
|
||||||
|
vec.x = vec.x * (v / amount)
|
||||||
|
vec.y = vec.y * (v / amount)
|
||||||
|
vec.z = vec.z * (v / amount)
|
||||||
|
if self.shoot_arrow then
|
||||||
|
vec = vector.normalize(vec)
|
||||||
|
self:shoot_arrow(p, vec)
|
||||||
|
else
|
||||||
|
arrow:set_velocity(vec)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
|
@ -116,6 +116,7 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
|
||||||
-- randomize the pitch a bit
|
-- randomize the pitch a bit
|
||||||
pitch = pitch + math.random(-10, 10) * 0.005
|
pitch = pitch + math.random(-10, 10) * 0.005
|
||||||
end
|
end
|
||||||
|
-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
|
||||||
minetest.sound_play(sound, {
|
minetest.sound_play(sound, {
|
||||||
object = self.object,
|
object = self.object,
|
||||||
gain = 1.0,
|
gain = 1.0,
|
||||||
|
|
|
@ -4,7 +4,6 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||||
local FLOP_HEIGHT = 6
|
local FLOP_HEIGHT = 6
|
||||||
local FLOP_HOR_SPEED = 1.5
|
local FLOP_HOR_SPEED = 1.5
|
||||||
local PATHFINDING = "gowp"
|
local PATHFINDING = "gowp"
|
||||||
local enable_pathfinding = true
|
|
||||||
|
|
||||||
local node_ice = "mcl_core:ice"
|
local node_ice = "mcl_core:ice"
|
||||||
local node_snowblock = "mcl_core:snowblock"
|
local node_snowblock = "mcl_core:snowblock"
|
||||||
|
@ -269,6 +268,31 @@ function mob_class:is_at_water_danger()
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function mob_class:env_danger_movement_checks(dtime)
|
||||||
|
local yaw = 0
|
||||||
|
if self:is_at_water_danger() and self.state ~= "attack" then
|
||||||
|
if math.random(1, 10) <= 6 then
|
||||||
|
self:set_velocity(0)
|
||||||
|
self.state = "stand"
|
||||||
|
self:set_animation( "stand")
|
||||||
|
yaw = yaw + math.random(-0.5, 0.5)
|
||||||
|
yaw = self:set_yaw( yaw, 8)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
if self.move_in_group ~= false then
|
||||||
|
self:check_herd(dtime)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if self:is_at_cliff_or_danger() then
|
||||||
|
self:set_velocity(0)
|
||||||
|
self.state = "stand"
|
||||||
|
self:set_animation( "stand")
|
||||||
|
local yaw = self.object:get_yaw() or 0
|
||||||
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
-- jump if facing a solid node (not fences or gates)
|
-- jump if facing a solid node (not fences or gates)
|
||||||
function mob_class:do_jump()
|
function mob_class:do_jump()
|
||||||
if not self.jump
|
if not self.jump
|
||||||
|
@ -769,591 +793,190 @@ function mob_class:teleport(target)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- execute current state (stand, walk, run, attacks)
|
function mob_class:do_states_walk()
|
||||||
-- returns true if mob has died
|
|
||||||
function mob_class:do_states(dtime)
|
|
||||||
--if self.can_open_doors then check_doors(self) end
|
|
||||||
|
|
||||||
local yaw = self.object:get_yaw() or 0
|
local yaw = self.object:get_yaw() or 0
|
||||||
|
|
||||||
if self.state == "stand" then
|
local s = self.object:get_pos()
|
||||||
if math.random(1, 4) == 1 then
|
local lp = nil
|
||||||
|
|
||||||
|
-- is there something I need to avoid?
|
||||||
|
if (self.water_damage > 0
|
||||||
|
and self.lava_damage > 0)
|
||||||
|
or self.breath_max ~= -1 then
|
||||||
|
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
||||||
|
elseif self.water_damage > 0 then
|
||||||
|
lp = minetest.find_node_near(s, 1, {"group:water"})
|
||||||
|
elseif self.lava_damage > 0 then
|
||||||
|
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
||||||
|
elseif self.fire_damage > 0 then
|
||||||
|
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
||||||
|
end
|
||||||
|
|
||||||
|
local is_in_danger = false
|
||||||
|
if lp then
|
||||||
|
-- If mob in or on dangerous block, look for land
|
||||||
|
if (self:is_node_dangerous(self.standing_in) or
|
||||||
|
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
||||||
|
is_in_danger = true
|
||||||
|
|
||||||
|
-- If mob in or on dangerous block, look for land
|
||||||
|
if is_in_danger then
|
||||||
|
-- Better way to find shore - copied from upstream
|
||||||
|
lp = minetest.find_nodes_in_area_under_air(
|
||||||
|
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
||||||
|
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
||||||
|
{"group:solid"})
|
||||||
|
|
||||||
|
lp = #lp > 0 and lp[math.random(#lp)]
|
||||||
|
|
||||||
|
-- did we find land?
|
||||||
|
if lp then
|
||||||
|
|
||||||
|
local vec = {
|
||||||
|
x = lp.x - s.x,
|
||||||
|
z = lp.z - s.z
|
||||||
|
}
|
||||||
|
|
||||||
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||||
|
|
||||||
|
|
||||||
|
if lp.x > s.x then yaw = yaw +math.pi end
|
||||||
|
|
||||||
|
-- look towards land and move in that direction
|
||||||
|
yaw = self:set_yaw( yaw, 6)
|
||||||
|
self:set_velocity(self.walk_velocity)
|
||||||
|
|
||||||
local s = self.object:get_pos()
|
|
||||||
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
||||||
local lp
|
|
||||||
for n = 1, #objs do
|
|
||||||
if objs[n]:is_player() then
|
|
||||||
lp = objs[n]:get_pos()
|
|
||||||
break
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- look at any players nearby, otherwise turn randomly
|
|
||||||
if lp and self.look_at_players then
|
|
||||||
|
|
||||||
local vec = {
|
|
||||||
x = lp.x - s.x,
|
|
||||||
z = lp.z - s.z
|
|
||||||
}
|
|
||||||
|
|
||||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
||||||
|
|
||||||
if lp.x > s.x then yaw = yaw +math.pi end
|
|
||||||
else
|
|
||||||
yaw = yaw + math.random(-0.5, 0.5)
|
|
||||||
end
|
|
||||||
|
|
||||||
yaw = self:set_yaw( yaw, 8)
|
|
||||||
end
|
|
||||||
if self.order == "sit" then
|
|
||||||
self:set_animation( "sit")
|
|
||||||
self:set_velocity(0)
|
|
||||||
else
|
|
||||||
self:set_animation( "stand")
|
|
||||||
self:set_velocity(0)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- npc's ordered to stand stay standing
|
|
||||||
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
|
||||||
|
|
||||||
else
|
|
||||||
if self.walk_chance ~= 0
|
|
||||||
and self.facing_fence ~= true
|
|
||||||
and math.random(1, 100) <= self.walk_chance
|
|
||||||
and self:is_at_cliff_or_danger() == false then
|
|
||||||
|
|
||||||
self:set_velocity(self.walk_velocity)
|
|
||||||
self.state = "walk"
|
|
||||||
self:set_animation( "walk")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
elseif self.state == PATHFINDING then
|
|
||||||
self:check_gowp(dtime)
|
|
||||||
|
|
||||||
elseif self.state == "walk" then
|
|
||||||
local s = self.object:get_pos()
|
|
||||||
local lp = nil
|
|
||||||
|
|
||||||
-- is there something I need to avoid?
|
|
||||||
if (self.water_damage > 0
|
|
||||||
and self.lava_damage > 0)
|
|
||||||
or self.breath_max ~= -1 then
|
|
||||||
|
|
||||||
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
|
||||||
|
|
||||||
elseif self.water_damage > 0 then
|
|
||||||
|
|
||||||
lp = minetest.find_node_near(s, 1, {"group:water"})
|
|
||||||
|
|
||||||
elseif self.lava_damage > 0 then
|
|
||||||
|
|
||||||
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
|
||||||
|
|
||||||
elseif self.fire_damage > 0 then
|
|
||||||
|
|
||||||
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
|
||||||
|
|
||||||
end
|
|
||||||
|
|
||||||
local is_in_danger = false
|
|
||||||
if lp then
|
|
||||||
-- If mob in or on dangerous block, look for land
|
|
||||||
if (self:is_node_dangerous(self.standing_in) or
|
|
||||||
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
|
||||||
is_in_danger = true
|
|
||||||
|
|
||||||
-- If mob in or on dangerous block, look for land
|
|
||||||
if is_in_danger then
|
|
||||||
-- Better way to find shore - copied from upstream
|
|
||||||
lp = minetest.find_nodes_in_area_under_air(
|
|
||||||
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
|
||||||
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
|
||||||
{"group:solid"})
|
|
||||||
|
|
||||||
lp = #lp > 0 and lp[math.random(#lp)]
|
|
||||||
|
|
||||||
-- did we find land?
|
|
||||||
if lp then
|
|
||||||
|
|
||||||
local vec = {
|
|
||||||
x = lp.x - s.x,
|
|
||||||
z = lp.z - s.z
|
|
||||||
}
|
|
||||||
|
|
||||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
||||||
|
|
||||||
|
|
||||||
if lp.x > s.x then yaw = yaw +math.pi end
|
|
||||||
|
|
||||||
-- look towards land and move in that direction
|
|
||||||
yaw = self:set_yaw( yaw, 6)
|
|
||||||
self:set_velocity(self.walk_velocity)
|
|
||||||
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- A danger is near but mob is not inside
|
-- A danger is near but mob is not inside
|
||||||
else
|
else
|
||||||
|
|
||||||
-- Randomly turn
|
-- Randomly turn
|
||||||
if math.random(1, 100) <= 30 then
|
if math.random(1, 100) <= 30 then
|
||||||
yaw = yaw + math.random(-0.5, 0.5)
|
yaw = yaw + math.random(-0.5, 0.5)
|
||||||
yaw = self:set_yaw( yaw, 8)
|
yaw = self:set_yaw( yaw, 8)
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
yaw = self:set_yaw( yaw, 8)
|
yaw = self:set_yaw( yaw, 8)
|
||||||
|
|
||||||
-- otherwise randomly turn
|
-- otherwise randomly turn
|
||||||
elseif math.random(1, 100) <= 30 then
|
elseif math.random(1, 100) <= 30 then
|
||||||
yaw = yaw + math.random(-0.5, 0.5)
|
yaw = yaw + math.random(-0.5, 0.5)
|
||||||
yaw = self:set_yaw( yaw, 8)
|
yaw = self:set_yaw( yaw, 8)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- stand for great fall or danger or fence in front
|
-- stand for great fall or danger or fence in front
|
||||||
local cliff_or_danger = false
|
local cliff_or_danger = false
|
||||||
if is_in_danger then
|
if is_in_danger then
|
||||||
cliff_or_danger = self:is_at_cliff_or_danger()
|
cliff_or_danger = self:is_at_cliff_or_danger()
|
||||||
end
|
end
|
||||||
if self.facing_fence == true
|
if self.facing_fence == true
|
||||||
or cliff_or_danger
|
or cliff_or_danger
|
||||||
or math.random(1, 100) <= 30 then
|
or math.random(1, 100) <= 30 then
|
||||||
|
|
||||||
self:set_velocity(0)
|
self:set_velocity(0)
|
||||||
self.state = "stand"
|
self.state = "stand"
|
||||||
self:set_animation( "stand")
|
self:set_animation( "stand")
|
||||||
local yaw = self.object:get_yaw() or 0
|
local yaw = self.object:get_yaw() or 0
|
||||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||||
|
else
|
||||||
|
|
||||||
|
self:set_velocity(self.walk_velocity)
|
||||||
|
|
||||||
|
if self:flight_check()
|
||||||
|
and self.animation
|
||||||
|
and self.animation.fly_start
|
||||||
|
and self.animation.fly_end then
|
||||||
|
self:set_animation( "fly")
|
||||||
else
|
else
|
||||||
|
self:set_animation( "walk")
|
||||||
self:set_velocity(self.walk_velocity)
|
|
||||||
|
|
||||||
if self:flight_check()
|
|
||||||
and self.animation
|
|
||||||
and self.animation.fly_start
|
|
||||||
and self.animation.fly_end then
|
|
||||||
self:set_animation( "fly")
|
|
||||||
else
|
|
||||||
self:set_animation( "walk")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- runaway when punched
|
|
||||||
elseif self.state == "runaway" then
|
|
||||||
|
|
||||||
self.runaway_timer = self.runaway_timer + 1
|
|
||||||
|
|
||||||
-- stop after 5 seconds or when at cliff
|
|
||||||
if self.runaway_timer > 5
|
|
||||||
or self:is_at_cliff_or_danger() then
|
|
||||||
self.runaway_timer = 0
|
|
||||||
self:set_velocity(0)
|
|
||||||
self.state = "stand"
|
|
||||||
self:set_animation( "stand")
|
|
||||||
local yaw = self.object:get_yaw() or 0
|
|
||||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
||||||
else
|
|
||||||
self:set_velocity( self.run_velocity)
|
|
||||||
self:set_animation( "run")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- attack routines (explode, dogfight, shoot, dogshoot)
|
|
||||||
elseif self.state == "attack" then
|
|
||||||
|
|
||||||
local s = self.object:get_pos()
|
|
||||||
local p = self.attack:get_pos() or s
|
|
||||||
|
|
||||||
-- stop attacking if player invisible or out of range
|
|
||||||
if not self.attack
|
|
||||||
or not self.attack:get_pos()
|
|
||||||
or not self:object_in_range(self.attack)
|
|
||||||
or self.attack:get_hp() <= 0
|
|
||||||
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
|
||||||
|
|
||||||
self.state = "stand"
|
|
||||||
self:set_velocity( 0)
|
|
||||||
self:set_animation( "stand")
|
|
||||||
self.attack = nil
|
|
||||||
self.v_start = false
|
|
||||||
self.timer = 0
|
|
||||||
self.blinktimer = 0
|
|
||||||
self.path.way = nil
|
|
||||||
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- calculate distance from mob and enemy
|
|
||||||
local dist = vector.distance(p, s)
|
|
||||||
|
|
||||||
if self.attack_type == "explode" then
|
|
||||||
|
|
||||||
local vec = {
|
|
||||||
x = p.x - s.x,
|
|
||||||
z = p.z - s.z
|
|
||||||
}
|
|
||||||
|
|
||||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
||||||
|
|
||||||
if p.x > s.x then yaw = yaw +math.pi end
|
|
||||||
|
|
||||||
yaw = self:set_yaw( yaw, 0, dtime)
|
|
||||||
|
|
||||||
local node_break_radius = self.explosion_radius or 1
|
|
||||||
local entity_damage_radius = self.explosion_damage_radius
|
|
||||||
or (node_break_radius * 2)
|
|
||||||
|
|
||||||
-- start timer when in reach and line of sight
|
|
||||||
if not self.v_start
|
|
||||||
and dist <= self.reach
|
|
||||||
and self:line_of_sight( s, p, 2) then
|
|
||||||
|
|
||||||
self.v_start = true
|
|
||||||
self.timer = 0
|
|
||||||
self.blinktimer = 0
|
|
||||||
self:mob_sound("fuse", nil, false)
|
|
||||||
|
|
||||||
-- stop timer if out of reach or direct line of sight
|
|
||||||
elseif self.allow_fuse_reset
|
|
||||||
and self.v_start
|
|
||||||
and (dist >= self.explosiontimer_reset_radius
|
|
||||||
or not self:line_of_sight( s, p, 2)) then
|
|
||||||
self.v_start = false
|
|
||||||
self.timer = 0
|
|
||||||
self.blinktimer = 0
|
|
||||||
self.blinkstatus = false
|
|
||||||
self:remove_texture_mod("^[brighten")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- walk right up to player unless the timer is active
|
|
||||||
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
|
||||||
self:set_velocity( 0)
|
|
||||||
else
|
|
||||||
self:set_velocity( self.run_velocity)
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.animation and self.animation.run_start then
|
|
||||||
self:set_animation( "run")
|
|
||||||
else
|
|
||||||
self:set_animation( "walk")
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.v_start then
|
|
||||||
|
|
||||||
self.timer = self.timer + dtime
|
|
||||||
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
||||||
|
|
||||||
if self.blinktimer > 0.2 then
|
|
||||||
|
|
||||||
self.blinktimer = 0
|
|
||||||
|
|
||||||
if self.blinkstatus then
|
|
||||||
self:remove_texture_mod("^[brighten")
|
|
||||||
else
|
|
||||||
self:add_texture_mod("^[brighten")
|
|
||||||
end
|
|
||||||
|
|
||||||
self.blinkstatus = not self.blinkstatus
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.timer > self.explosion_timer then
|
|
||||||
|
|
||||||
local pos = self.object:get_pos()
|
|
||||||
|
|
||||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
||||||
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
|
||||||
else
|
|
||||||
minetest.sound_play(self.sounds.explode, {
|
|
||||||
pos = pos,
|
|
||||||
gain = 1.0,
|
|
||||||
max_hear_distance = self.sounds.distance or 32
|
|
||||||
}, true)
|
|
||||||
self:entity_physics(pos,entity_damage_radius)
|
|
||||||
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
|
||||||
end
|
|
||||||
mcl_burning.extinguish(self.object)
|
|
||||||
self.object:remove()
|
|
||||||
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
elseif self.attack_type == "dogfight"
|
|
||||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
|
||||||
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
|
||||||
|
|
||||||
if self.fly
|
|
||||||
and dist > self.reach then
|
|
||||||
|
|
||||||
local p1 = s
|
|
||||||
local me_y = math.floor(p1.y)
|
|
||||||
local p2 = p
|
|
||||||
local p_y = math.floor(p2.y + 1)
|
|
||||||
local v = self.object:get_velocity()
|
|
||||||
|
|
||||||
if self:flight_check( s) then
|
|
||||||
|
|
||||||
if me_y < p_y then
|
|
||||||
|
|
||||||
self.object:set_velocity({
|
|
||||||
x = v.x,
|
|
||||||
y = 1 * self.walk_velocity,
|
|
||||||
z = v.z
|
|
||||||
})
|
|
||||||
|
|
||||||
elseif me_y > p_y then
|
|
||||||
|
|
||||||
self.object:set_velocity({
|
|
||||||
x = v.x,
|
|
||||||
y = -1 * self.walk_velocity,
|
|
||||||
z = v.z
|
|
||||||
})
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if me_y < p_y then
|
|
||||||
|
|
||||||
self.object:set_velocity({
|
|
||||||
x = v.x,
|
|
||||||
y = 0.01,
|
|
||||||
z = v.z
|
|
||||||
})
|
|
||||||
|
|
||||||
elseif me_y > p_y then
|
|
||||||
|
|
||||||
self.object:set_velocity({
|
|
||||||
x = v.x,
|
|
||||||
y = -0.01,
|
|
||||||
z = v.z
|
|
||||||
})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
end
|
|
||||||
|
|
||||||
-- rnd: new movement direction
|
|
||||||
if self.path.following
|
|
||||||
and self.path.way
|
|
||||||
and self.attack_type ~= "dogshoot" then
|
|
||||||
|
|
||||||
-- no paths longer than 50
|
|
||||||
if #self.path.way > 50
|
|
||||||
or dist < self.reach then
|
|
||||||
self.path.following = false
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local p1 = self.path.way[1]
|
|
||||||
|
|
||||||
if not p1 then
|
|
||||||
self.path.following = false
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
|
||||||
-- reached waypoint, remove it from queue
|
|
||||||
table.remove(self.path.way, 1)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- set new temporary target
|
|
||||||
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
||||||
end
|
|
||||||
|
|
||||||
local vec = {
|
|
||||||
x = p.x - s.x,
|
|
||||||
z = p.z - s.z
|
|
||||||
}
|
|
||||||
|
|
||||||
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
|
||||||
|
|
||||||
if p.x > s.x then yaw = yaw + math.pi end
|
|
||||||
|
|
||||||
yaw = self:set_yaw( yaw, 0, dtime)
|
|
||||||
|
|
||||||
-- move towards enemy if beyond mob reach
|
|
||||||
if dist > self.reach then
|
|
||||||
|
|
||||||
-- path finding by rnd
|
|
||||||
if self.pathfinding -- only if mob has pathfinding enabled
|
|
||||||
and enable_pathfinding then
|
|
||||||
|
|
||||||
self:smart_mobs(s, p, dist, dtime)
|
|
||||||
end
|
|
||||||
|
|
||||||
if self:is_at_cliff_or_danger() then
|
|
||||||
|
|
||||||
self:set_velocity( 0)
|
|
||||||
self:set_animation( "stand")
|
|
||||||
local yaw = self.object:get_yaw() or 0
|
|
||||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
||||||
else
|
|
||||||
|
|
||||||
if self.path.stuck then
|
|
||||||
self:set_velocity( self.walk_velocity)
|
|
||||||
else
|
|
||||||
self:set_velocity( self.run_velocity)
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.animation and self.animation.run_start then
|
|
||||||
self:set_animation( "run")
|
|
||||||
else
|
|
||||||
self:set_animation( "walk")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
else -- rnd: if inside reach range
|
|
||||||
|
|
||||||
self.path.stuck = false
|
|
||||||
self.path.stuck_timer = 0
|
|
||||||
self.path.following = false -- not stuck anymore
|
|
||||||
|
|
||||||
self:set_velocity( 0)
|
|
||||||
|
|
||||||
if not self.custom_attack then
|
|
||||||
|
|
||||||
if self.timer > 1 then
|
|
||||||
|
|
||||||
self.timer = 0
|
|
||||||
|
|
||||||
if self.double_melee_attack
|
|
||||||
and math.random(1, 2) == 1 then
|
|
||||||
self:set_animation( "punch2")
|
|
||||||
else
|
|
||||||
self:set_animation( "punch")
|
|
||||||
end
|
|
||||||
|
|
||||||
local p2 = p
|
|
||||||
local s2 = s
|
|
||||||
|
|
||||||
p2.y = p2.y + .5
|
|
||||||
s2.y = s2.y + .5
|
|
||||||
|
|
||||||
if self:line_of_sight( p2, s2) == true then
|
|
||||||
|
|
||||||
-- play attack sound
|
|
||||||
self:mob_sound("attack")
|
|
||||||
|
|
||||||
-- punch player (or what player is attached to)
|
|
||||||
local attached = self.attack:get_attach()
|
|
||||||
if attached then
|
|
||||||
self.attack = attached
|
|
||||||
end
|
|
||||||
self.attack:punch(self.object, 1.0, {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
damage_groups = {fleshy = self.damage}
|
|
||||||
}, nil)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else -- call custom attack every second
|
|
||||||
if self.custom_attack
|
|
||||||
and self.timer > 1 then
|
|
||||||
|
|
||||||
self.timer = 0
|
|
||||||
|
|
||||||
self.custom_attack(self, p)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
elseif self.attack_type == "shoot"
|
|
||||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
|
||||||
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
|
||||||
|
|
||||||
p.y = p.y - .5
|
|
||||||
s.y = s.y + .5
|
|
||||||
|
|
||||||
local dist = vector.distance(p, s)
|
|
||||||
local vec = {
|
|
||||||
x = p.x - s.x,
|
|
||||||
y = p.y - s.y,
|
|
||||||
z = p.z - s.z
|
|
||||||
}
|
|
||||||
|
|
||||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
||||||
|
|
||||||
if p.x > s.x then yaw = yaw +math.pi end
|
|
||||||
|
|
||||||
yaw = self:set_yaw( yaw, 0, dtime)
|
|
||||||
|
|
||||||
local stay_away_from_player = vector.new(0,0,0)
|
|
||||||
|
|
||||||
--strafe back and fourth
|
|
||||||
|
|
||||||
--stay away from player so as to shoot them
|
|
||||||
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
|
||||||
self:set_animation( "shoot")
|
|
||||||
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.strafes then
|
|
||||||
if not self.strafe_direction then
|
|
||||||
self.strafe_direction = 1.57
|
|
||||||
end
|
|
||||||
if math.random(40) == 1 then
|
|
||||||
self.strafe_direction = self.strafe_direction*-1
|
|
||||||
end
|
|
||||||
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
|
||||||
else
|
|
||||||
self:set_velocity( 0)
|
|
||||||
end
|
|
||||||
|
|
||||||
local p = self.object:get_pos()
|
|
||||||
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
||||||
|
|
||||||
if self.shoot_interval
|
|
||||||
and self.timer > self.shoot_interval
|
|
||||||
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
|
||||||
and math.random(1, 100) <= 60 then
|
|
||||||
|
|
||||||
self.timer = 0
|
|
||||||
self:set_animation( "shoot")
|
|
||||||
|
|
||||||
-- play shoot attack sound
|
|
||||||
self:mob_sound("shoot_attack")
|
|
||||||
|
|
||||||
-- Shoot arrow
|
|
||||||
if minetest.registered_entities[self.arrow] then
|
|
||||||
|
|
||||||
local arrow, ent
|
|
||||||
local v = 1
|
|
||||||
if not self.shoot_arrow then
|
|
||||||
self.firing = true
|
|
||||||
minetest.after(1, function()
|
|
||||||
self.firing = false
|
|
||||||
end)
|
|
||||||
arrow = minetest.add_entity(p, self.arrow)
|
|
||||||
ent = arrow:get_luaentity()
|
|
||||||
if ent.velocity then
|
|
||||||
v = ent.velocity
|
|
||||||
end
|
|
||||||
ent.switch = 1
|
|
||||||
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
||||||
|
|
||||||
-- important for mcl_shields
|
|
||||||
ent._shooter = self.object
|
|
||||||
ent._saved_shooter_pos = self.object:get_pos()
|
|
||||||
end
|
|
||||||
|
|
||||||
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
||||||
-- offset makes shoot aim accurate
|
|
||||||
vec.y = vec.y + self.shoot_offset
|
|
||||||
vec.x = vec.x * (v / amount)
|
|
||||||
vec.y = vec.y * (v / amount)
|
|
||||||
vec.z = vec.z * (v / amount)
|
|
||||||
if self.shoot_arrow then
|
|
||||||
vec = vector.normalize(vec)
|
|
||||||
self:shoot_arrow(p, vec)
|
|
||||||
else
|
|
||||||
arrow:set_velocity(vec)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function mob_class:do_states_stand()
|
||||||
|
local yaw = self.object:get_yaw() or 0
|
||||||
|
|
||||||
|
if math.random(1, 4) == 1 then
|
||||||
|
|
||||||
|
local s = self.object:get_pos()
|
||||||
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
||||||
|
local lp
|
||||||
|
for n = 1, #objs do
|
||||||
|
if objs[n]:is_player() then
|
||||||
|
lp = objs[n]:get_pos()
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- look at any players nearby, otherwise turn randomly
|
||||||
|
if lp and self.look_at_players then
|
||||||
|
|
||||||
|
local vec = {
|
||||||
|
x = lp.x - s.x,
|
||||||
|
z = lp.z - s.z
|
||||||
|
}
|
||||||
|
|
||||||
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||||
|
|
||||||
|
if lp.x > s.x then yaw = yaw +math.pi end
|
||||||
|
else
|
||||||
|
yaw = yaw + math.random(-0.5, 0.5)
|
||||||
|
end
|
||||||
|
|
||||||
|
yaw = self:set_yaw( yaw, 8)
|
||||||
|
end
|
||||||
|
if self.order == "sit" then
|
||||||
|
self:set_animation( "sit")
|
||||||
|
self:set_velocity(0)
|
||||||
|
else
|
||||||
|
self:set_animation( "stand")
|
||||||
|
self:set_velocity(0)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- npc's ordered to stand stay standing
|
||||||
|
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
||||||
|
|
||||||
|
else
|
||||||
|
if self.walk_chance ~= 0
|
||||||
|
and self.facing_fence ~= true
|
||||||
|
and math.random(1, 100) <= self.walk_chance
|
||||||
|
and self:is_at_cliff_or_danger() == false then
|
||||||
|
|
||||||
|
self:set_velocity(self.walk_velocity)
|
||||||
|
self.state = "walk"
|
||||||
|
self:set_animation( "walk")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function mob_class:do_states_runaway()
|
||||||
|
local yaw = self.object:get_yaw() or 0
|
||||||
|
|
||||||
|
self.runaway_timer = self.runaway_timer + 1
|
||||||
|
|
||||||
|
-- stop after 5 seconds or when at cliff
|
||||||
|
if self.runaway_timer > 5
|
||||||
|
or self:is_at_cliff_or_danger() then
|
||||||
|
self.runaway_timer = 0
|
||||||
|
self:set_velocity(0)
|
||||||
|
self.state = "stand"
|
||||||
|
self:set_animation( "stand")
|
||||||
|
local yaw = self.object:get_yaw() or 0
|
||||||
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||||
|
else
|
||||||
|
self:set_velocity( self.run_velocity)
|
||||||
|
self:set_animation( "run")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function mob_class:check_smooth_rotation(dtime)
|
function mob_class:check_smooth_rotation(dtime)
|
||||||
-- smooth rotation by ThomasMonroe314
|
-- smooth rotation by ThomasMonroe314
|
||||||
if self._turn_to then
|
if self._turn_to then
|
||||||
|
|
|
@ -1,11 +1,24 @@
|
||||||
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
||||||
local mob_class = mcl_mobs.mob_class
|
local mob_class = mcl_mobs.mob_class
|
||||||
|
|
||||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
|
local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
|
||||||
local PATHFINDING = "gowp"
|
local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
|
||||||
local enable_pathfinding = true
|
|
||||||
|
|
||||||
local LOG_MODULE = "[Mobs]"
|
local PATHFINDING = "gowp"
|
||||||
|
|
||||||
|
local one_down = vector.new(0,-1,0)
|
||||||
|
local one_up = vector.new(0,1,0)
|
||||||
|
|
||||||
|
local plane_adjacents = {
|
||||||
|
vector.new(1,0,0),
|
||||||
|
vector.new(-1,0,0),
|
||||||
|
vector.new(0,0,1),
|
||||||
|
vector.new(0,0,-1),
|
||||||
|
}
|
||||||
|
|
||||||
|
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
|
||||||
|
|
||||||
|
local LOG_MODULE = "[Mobs Pathfinding]"
|
||||||
local function mcl_log (message)
|
local function mcl_log (message)
|
||||||
if LOGGING_ON and message then
|
if LOGGING_ON and message then
|
||||||
minetest.log(LOG_MODULE .. " " .. message)
|
minetest.log(LOG_MODULE .. " " .. message)
|
||||||
|
@ -21,7 +34,7 @@ function output_table (wp)
|
||||||
end
|
end
|
||||||
|
|
||||||
function append_paths (wp1, wp2)
|
function append_paths (wp1, wp2)
|
||||||
mcl_log("Start append")
|
--mcl_log("Start append")
|
||||||
if not wp1 or not wp2 then
|
if not wp1 or not wp2 then
|
||||||
mcl_log("Cannot append wp's")
|
mcl_log("Cannot append wp's")
|
||||||
return
|
return
|
||||||
|
@ -31,7 +44,7 @@ function append_paths (wp1, wp2)
|
||||||
for _,a in pairs (wp2) do
|
for _,a in pairs (wp2) do
|
||||||
table.insert(wp1, a)
|
table.insert(wp1, a)
|
||||||
end
|
end
|
||||||
mcl_log("End append")
|
--mcl_log("End append")
|
||||||
end
|
end
|
||||||
|
|
||||||
local function output_enriched (wp_out)
|
local function output_enriched (wp_out)
|
||||||
|
@ -43,11 +56,12 @@ local function output_enriched (wp_out)
|
||||||
|
|
||||||
local action = outy["action"]
|
local action = outy["action"]
|
||||||
if action then
|
if action then
|
||||||
|
--mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
|
||||||
mcl_log("type: " .. action["type"])
|
mcl_log("type: " .. action["type"])
|
||||||
mcl_log("action: " .. action["action"])
|
mcl_log("action: " .. action["action"])
|
||||||
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
|
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
|
||||||
end
|
end
|
||||||
mcl_log("failed attempts: " .. outy["failed_attempts"])
|
--mcl_log("failed attempts: " .. outy["failed_attempts"])
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -56,34 +70,26 @@ end
|
||||||
-- an action, such as to open or close a door where we know that pos requires that action
|
-- an action, such as to open or close a door where we know that pos requires that action
|
||||||
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
|
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
|
||||||
local wp_out = {}
|
local wp_out = {}
|
||||||
|
|
||||||
|
-- TODO Just pass in door position and the index before is open, the index after is close
|
||||||
|
local current_door_index = -1
|
||||||
|
|
||||||
for i, cur_pos in pairs(wp_in) do
|
for i, cur_pos in pairs(wp_in) do
|
||||||
local action = nil
|
local action = nil
|
||||||
|
|
||||||
local one_down = vector.new(0,-1,0)
|
|
||||||
local cur_pos_to_add = vector.add(cur_pos, one_down)
|
local cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||||
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
|
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
|
||||||
mcl_log ("Door open match")
|
mcl_log ("Door open match")
|
||||||
--action = {type = "door", action = "open"}
|
action = {type = "door", action = "open", target = cur_door_pos}
|
||||||
action = {}
|
|
||||||
action["type"] = "door"
|
|
||||||
action["action"] = "open"
|
|
||||||
action["target"] = cur_door_pos
|
|
||||||
cur_pos_to_add = vector.add(cur_pos, one_down)
|
cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||||
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
|
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
|
||||||
mcl_log ("Door close match")
|
mcl_log ("Door close match")
|
||||||
--action = {type = "door", action = "closed"}
|
action = {type = "door", action = "close", target = cur_door_pos}
|
||||||
action = {}
|
|
||||||
action["type"] = "door"
|
|
||||||
action["action"] = "close"
|
|
||||||
action["target"] = cur_door_pos
|
|
||||||
cur_pos_to_add = vector.add(cur_pos, one_down)
|
cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||||
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
|
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
|
||||||
mcl_log("Current door pos")
|
mcl_log("Current door pos")
|
||||||
|
action = {type = "door", action = "open", target = cur_door_pos}
|
||||||
cur_pos_to_add = vector.add(cur_pos, one_down)
|
cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||||
action = {}
|
|
||||||
action["type"] = "door"
|
|
||||||
action["action"] = "open"
|
|
||||||
action["target"] = cur_door_pos
|
|
||||||
else
|
else
|
||||||
cur_pos_to_add = cur_pos
|
cur_pos_to_add = cur_pos
|
||||||
--mcl_log ("Pos doesn't match")
|
--mcl_log ("Pos doesn't match")
|
||||||
|
@ -101,106 +107,156 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
|
||||||
return wp_out
|
return wp_out
|
||||||
end
|
end
|
||||||
|
|
||||||
local plane_adjacents = {
|
function mob_class:ready_to_path()
|
||||||
vector.new(1,0,0),
|
mcl_log("Check ready to path")
|
||||||
vector.new(-1,0,0),
|
if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then
|
||||||
vector.new(0,0,1),
|
mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
|
||||||
vector.new(0,0,-1),
|
return false
|
||||||
}
|
else
|
||||||
|
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
|
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
|
||||||
local function calculate_path_through_door (p, t, target)
|
local function calculate_path_through_door (p, cur_door_pos, t)
|
||||||
-- target is the same as t, just 1 square difference. Maybe we don't need target
|
if t then
|
||||||
mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
|
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
|
||||||
|
else
|
||||||
|
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p))
|
||||||
|
end
|
||||||
|
|
||||||
local enriched_path = nil
|
local enriched_path = nil
|
||||||
|
local wp, prospective_wp
|
||||||
|
|
||||||
local cur_door_pos = nil
|
|
||||||
local pos_closest_to_door = nil
|
local pos_closest_to_door = nil
|
||||||
local other_side_of_door = nil
|
local other_side_of_door = nil
|
||||||
|
|
||||||
--Path to door first
|
if cur_door_pos then
|
||||||
local wp = minetest.find_path(p,t,150,1,4)
|
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
|
||||||
if not wp then
|
|
||||||
mcl_log("No direct path. Path through door")
|
|
||||||
|
|
||||||
-- This could improve. There could be multiple doors. Check you can path from door to target first.
|
for _,v in pairs(plane_adjacents) do
|
||||||
local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
|
pos_closest_to_door = vector.add(cur_door_pos,v)
|
||||||
if cur_door_pos then
|
other_side_of_door = vector.add(cur_door_pos,-v)
|
||||||
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
|
|
||||||
for _,v in pairs(plane_adjacents) do
|
|
||||||
pos_closest_to_door = vector.add(cur_door_pos,v)
|
|
||||||
|
|
||||||
local n = minetest.get_node(pos_closest_to_door)
|
local n = minetest.get_node(pos_closest_to_door)
|
||||||
if n.name == "air" then
|
|
||||||
wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
|
|
||||||
if wp then
|
|
||||||
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
|
|
||||||
other_side_of_door = vector.add(cur_door_pos,-v)
|
|
||||||
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
|
|
||||||
|
|
||||||
|
if n.name == "air" then
|
||||||
|
mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
|
||||||
|
|
||||||
|
prospective_wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
|
||||||
|
|
||||||
|
if prospective_wp then
|
||||||
|
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
|
||||||
|
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
|
||||||
|
|
||||||
|
table.insert(prospective_wp, cur_door_pos)
|
||||||
|
|
||||||
|
if t then
|
||||||
|
mcl_log("We have t, lets go from door to target")
|
||||||
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
|
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
|
||||||
|
|
||||||
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
|
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
|
||||||
table.insert(wp, cur_door_pos)
|
append_paths (prospective_wp, wp_otherside_door_to_target)
|
||||||
append_paths (wp, wp_otherside_door_to_target)
|
|
||||||
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
|
wp = prospective_wp
|
||||||
mcl_log("We have a path from outside door to target")
|
mcl_log("We have a path from outside door to target")
|
||||||
else
|
else
|
||||||
mcl_log("We cannot path from outside door to target")
|
mcl_log("We cannot path from outside door to target")
|
||||||
end
|
end
|
||||||
break
|
|
||||||
else
|
else
|
||||||
mcl_log("This block next to door doesn't work.")
|
mcl_log("No t, just add other side of door")
|
||||||
|
table.insert(prospective_wp, other_side_of_door)
|
||||||
|
wp = prospective_wp
|
||||||
|
end
|
||||||
|
|
||||||
|
if wp then
|
||||||
|
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
|
||||||
|
break
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
mcl_log("Block is not air, it is: ".. n.name)
|
mcl_log("Cannot path to this air block next to door.")
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
else
|
|
||||||
mcl_log("No door found")
|
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
mcl_log("We have a direct route")
|
mcl_log("No door found")
|
||||||
end
|
end
|
||||||
|
|
||||||
if wp and not enriched_path then
|
if wp and not enriched_path then
|
||||||
|
mcl_log("Wp but not enriched")
|
||||||
enriched_path = generate_enriched_path(wp)
|
enriched_path = generate_enriched_path(wp)
|
||||||
end
|
end
|
||||||
return enriched_path
|
return enriched_path
|
||||||
end
|
end
|
||||||
|
|
||||||
local gopath_last = os.time()
|
|
||||||
function mob_class:gopath(target,callback_arrived)
|
function mob_class:gopath(target,callback_arrived)
|
||||||
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
|
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
|
||||||
|
if not self:ready_to_path() then return end
|
||||||
if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then
|
|
||||||
mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
|
|
||||||
return
|
|
||||||
else
|
|
||||||
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
|
|
||||||
end
|
|
||||||
|
|
||||||
--if os.time() - gopath_last < 5 then
|
|
||||||
-- mcl_log("Not ready to path yet")
|
|
||||||
-- return
|
|
||||||
--end
|
|
||||||
--gopath_last = os.time()
|
|
||||||
|
|
||||||
self.order = nil
|
self.order = nil
|
||||||
|
|
||||||
local p = self.object:get_pos()
|
local p = self.object:get_pos()
|
||||||
local t = vector.offset(target,0,1,0)
|
local t = vector.offset(target,0,1,0)
|
||||||
|
|
||||||
local wp = calculate_path_through_door(p, t, target)
|
--Check direct route
|
||||||
|
local wp = minetest.find_path(p,t,150,1,4)
|
||||||
|
|
||||||
|
if not wp then
|
||||||
|
mcl_log("### No direct path. Path through door closest to target.")
|
||||||
|
local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
|
||||||
|
wp = calculate_path_through_door(p, door_near_target, t)
|
||||||
|
|
||||||
|
if not wp then
|
||||||
|
mcl_log("### No path though door closest to target. Try door closest to origin.")
|
||||||
|
local door_closest = minetest.find_node_near(p, 16, {"group:door"})
|
||||||
|
wp = calculate_path_through_door(p, door_closest, t)
|
||||||
|
|
||||||
|
-- Path through 2 doors
|
||||||
|
if not wp then
|
||||||
|
mcl_log("### Still not wp. Need to path through 2 doors.")
|
||||||
|
local path_through_closest_door = calculate_path_through_door(p, door_closest)
|
||||||
|
|
||||||
|
if path_through_closest_door and #path_through_closest_door > 0 then
|
||||||
|
mcl_log("We have path through first door")
|
||||||
|
mcl_log("Number of pos in path through door: " .. tostring(#path_through_closest_door))
|
||||||
|
|
||||||
|
local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
|
||||||
|
if pos_after_door_entry then
|
||||||
|
local pos_after_door = vector.add(pos_after_door_entry["pos"], one_up)
|
||||||
|
mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
|
||||||
|
local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
|
||||||
|
if path_after_door and #path_after_door > 1 then
|
||||||
|
mcl_log("We have path after first door")
|
||||||
|
table.remove(path_after_door, 1) -- Remove duplicate
|
||||||
|
wp = path_through_closest_door
|
||||||
|
append_paths (wp, path_after_door)
|
||||||
|
else
|
||||||
|
mcl_log("Path after door is not good")
|
||||||
|
end
|
||||||
|
else
|
||||||
|
mcl_log("No pos after door")
|
||||||
|
end
|
||||||
|
else
|
||||||
|
mcl_log("Path through closest door empty or null")
|
||||||
|
end
|
||||||
|
else
|
||||||
|
mcl_log("ok, we have a path through 1 door")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
wp = generate_enriched_path(wp)
|
||||||
|
mcl_log("We have a direct route")
|
||||||
|
end
|
||||||
|
|
||||||
if not wp then
|
if not wp then
|
||||||
mcl_log("Could not calculate path")
|
mcl_log("Could not calculate path")
|
||||||
self._pf_last_failed = os.time()
|
self._pf_last_failed = os.time()
|
||||||
-- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
|
-- If cannot path, don't immediately try again
|
||||||
end
|
end
|
||||||
--output_table(wp)
|
|
||||||
|
|
||||||
if wp and #wp > 0 then
|
if wp and #wp > 0 then
|
||||||
|
--output_table(wp)
|
||||||
self._target = t
|
self._target = t
|
||||||
self.callback_arrived = callback_arrived
|
self.callback_arrived = callback_arrived
|
||||||
local current_location = table.remove(wp,1)
|
local current_location = table.remove(wp,1)
|
||||||
|
@ -269,17 +325,7 @@ function mob_class:do_pathfind_action(action)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local gowp_etime = 0
|
|
||||||
|
|
||||||
function mob_class:check_gowp(dtime)
|
function mob_class:check_gowp(dtime)
|
||||||
gowp_etime = gowp_etime + dtime
|
|
||||||
|
|
||||||
-- 0.1 is optimal.
|
|
||||||
--less frequently = villager will get sent back after passing a point.
|
|
||||||
--more frequently = villager will fail points they shouldn't they just didn't get there yet
|
|
||||||
|
|
||||||
--if gowp_etime < 0.05 then return end
|
|
||||||
--gowp_etime = 0
|
|
||||||
local p = self.object:get_pos()
|
local p = self.object:get_pos()
|
||||||
|
|
||||||
-- no destination
|
-- no destination
|
||||||
|
@ -292,7 +338,7 @@ function mob_class:check_gowp(dtime)
|
||||||
-- arrived at location, finish gowp
|
-- arrived at location, finish gowp
|
||||||
local distance_to_targ = vector.distance(p,self._target)
|
local distance_to_targ = vector.distance(p,self._target)
|
||||||
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
|
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
|
||||||
if distance_to_targ < 2 then
|
if distance_to_targ < 1.8 then
|
||||||
mcl_log("Arrived at _target")
|
mcl_log("Arrived at _target")
|
||||||
self.waypoints = nil
|
self.waypoints = nil
|
||||||
self._target = nil
|
self._target = nil
|
||||||
|
@ -303,6 +349,8 @@ function mob_class:check_gowp(dtime)
|
||||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||||
if self.callback_arrived then return self.callback_arrived(self) end
|
if self.callback_arrived then return self.callback_arrived(self) end
|
||||||
return true
|
return true
|
||||||
|
elseif not self.current_target then
|
||||||
|
mcl_log("Not close enough to targ: ".. tostring(distance_to_targ))
|
||||||
end
|
end
|
||||||
|
|
||||||
-- More pathing to be done
|
-- More pathing to be done
|
||||||
|
@ -315,7 +363,7 @@ function mob_class:check_gowp(dtime)
|
||||||
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
|
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
|
||||||
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
|
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
|
||||||
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
|
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
|
||||||
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
|
-- We have waypoints, and are at current_target or have no current target. We need a new current_target.
|
||||||
self:do_pathfind_action (self.current_target["action"])
|
self:do_pathfind_action (self.current_target["action"])
|
||||||
|
|
||||||
local failed_attempts = self.current_target["failed_attempts"]
|
local failed_attempts = self.current_target["failed_attempts"]
|
||||||
|
@ -325,10 +373,11 @@ function mob_class:check_gowp(dtime)
|
||||||
self:go_to_pos(self.current_target["pos"])
|
self:go_to_pos(self.current_target["pos"])
|
||||||
return
|
return
|
||||||
elseif self.current_target and self.current_target["pos"] then
|
elseif self.current_target and self.current_target["pos"] then
|
||||||
-- No waypoints left, but have current target. Potentially last waypoint to go to.
|
-- No waypoints left, but have current target and not close enough. Potentially last waypoint to go to.
|
||||||
|
|
||||||
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
|
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
|
||||||
local failed_attempts = self.current_target["failed_attempts"]
|
local failed_attempts = self.current_target["failed_attempts"]
|
||||||
if failed_attempts >= 50 then
|
if failed_attempts >= PATHFINDING_FAIL_THRESHOLD then
|
||||||
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
|
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
|
||||||
self.state = "stand"
|
self.state = "stand"
|
||||||
self.current_target = nil
|
self.current_target = nil
|
||||||
|
@ -348,9 +397,22 @@ function mob_class:check_gowp(dtime)
|
||||||
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
|
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
|
||||||
|
|
||||||
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
|
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
|
||||||
|
|
||||||
|
if self.waypoints then
|
||||||
|
mcl_log("WP: " .. tostring(self.waypoints))
|
||||||
|
mcl_log("WP num: " .. tostring(#self.waypoints))
|
||||||
|
else
|
||||||
|
mcl_log("No wp set")
|
||||||
|
end
|
||||||
|
if self.current_target then
|
||||||
|
mcl_log("Current target: " .. tostring(self.current_target))
|
||||||
|
else
|
||||||
|
mcl_log("No current target")
|
||||||
|
end
|
||||||
|
|
||||||
local final_wp = minetest.find_path(p,self._target,150,1,4)
|
local final_wp = minetest.find_path(p,self._target,150,1,4)
|
||||||
if final_wp then
|
if final_wp then
|
||||||
mcl_log("We might be able to get to target here.")
|
mcl_log("We can get to target here.")
|
||||||
-- self.waypoints = final_wp
|
-- self.waypoints = final_wp
|
||||||
self:go_to_pos(self._target)
|
self:go_to_pos(self._target)
|
||||||
else
|
else
|
||||||
|
@ -374,9 +436,9 @@ function mob_class:check_gowp(dtime)
|
||||||
self:go_to_pos(self._current_target)
|
self:go_to_pos(self._current_target)
|
||||||
else
|
else
|
||||||
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
|
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
|
||||||
|
mcl_log("target is: ".. minetest.pos_to_string(self._target))
|
||||||
self.current_target = nil
|
self.current_target = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -5,8 +5,7 @@ local ENTITY_CRAMMING_MAX = 24
|
||||||
local CRAMMING_DAMAGE = 3
|
local CRAMMING_DAMAGE = 3
|
||||||
local DEATH_DELAY = 0.5
|
local DEATH_DELAY = 0.5
|
||||||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||||
local FLOP_HEIGHT = 6
|
|
||||||
local FLOP_HOR_SPEED = 1.5
|
|
||||||
local PATHFINDING = "gowp"
|
local PATHFINDING = "gowp"
|
||||||
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
|
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
|
||||||
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
|
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
|
||||||
|
@ -183,6 +182,17 @@ function mob_class:collision()
|
||||||
return({x,z})
|
return({x,z})
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function mob_class:slow_mob()
|
||||||
|
local d = 0.85
|
||||||
|
if self:check_dying() then d = 0.92 end
|
||||||
|
|
||||||
|
local v = self.object:get_velocity()
|
||||||
|
if v then
|
||||||
|
--diffuse object velocity
|
||||||
|
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
-- move mob in facing direction
|
-- move mob in facing direction
|
||||||
function mob_class:set_velocity(v)
|
function mob_class:set_velocity(v)
|
||||||
local c_x, c_y = 0, 0
|
local c_x, c_y = 0, 0
|
||||||
|
@ -778,6 +788,25 @@ function mob_class:do_env_damage()
|
||||||
return self:check_for_death("", {type = "unknown"})
|
return self:check_for_death("", {type = "unknown"})
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function mob_class:env_damage (dtime, pos)
|
||||||
|
-- environmental damage timer (every 1 second)
|
||||||
|
self.env_damage_timer = self.env_damage_timer + dtime
|
||||||
|
|
||||||
|
if (self.state == "attack" and self.env_damage_timer > 1)
|
||||||
|
or self.state ~= "attack" then
|
||||||
|
self:check_entity_cramming()
|
||||||
|
self.env_damage_timer = 0
|
||||||
|
|
||||||
|
-- check for environmental damage (water, fire, lava etc.)
|
||||||
|
if self:do_env_damage() then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- node replace check (cow eats grass etc.)
|
||||||
|
self:replace(pos)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function mob_class:damage_mob(reason,damage)
|
function mob_class:damage_mob(reason,damage)
|
||||||
if not self.health then return end
|
if not self.health then return end
|
||||||
damage = math.floor(damage)
|
damage = math.floor(damage)
|
||||||
|
|
|
@ -641,7 +641,7 @@ function get_activity(tod)
|
||||||
else
|
else
|
||||||
activity = "chill"
|
activity = "chill"
|
||||||
end
|
end
|
||||||
mcl_log("Time is " .. tod ..". Activity is: ".. activity)
|
--mcl_log("Time is " .. tod ..". Activity is: ".. activity)
|
||||||
return activity
|
return activity
|
||||||
|
|
||||||
end
|
end
|
||||||
|
@ -770,7 +770,7 @@ local function check_bed (entity)
|
||||||
local n = minetest.get_node(b)
|
local n = minetest.get_node(b)
|
||||||
|
|
||||||
local is_bed_bottom = string.find(n.name,"_bottom")
|
local is_bed_bottom = string.find(n.name,"_bottom")
|
||||||
mcl_log("" .. tostring(is_bed_bottom))
|
--mcl_log("is bed bottom: " .. tostring(is_bed_bottom))
|
||||||
if n and not is_bed_bottom then
|
if n and not is_bed_bottom then
|
||||||
mcl_log("Where did my bed go?!")
|
mcl_log("Where did my bed go?!")
|
||||||
entity._bed = nil --the stormtroopers have killed uncle owen
|
entity._bed = nil --the stormtroopers have killed uncle owen
|
||||||
|
@ -836,6 +836,7 @@ end
|
||||||
|
|
||||||
local function take_bed (entity)
|
local function take_bed (entity)
|
||||||
if not entity then return end
|
if not entity then return end
|
||||||
|
if not entity:ready_to_path() then return end
|
||||||
|
|
||||||
local p = entity.object:get_pos()
|
local p = entity.object:get_pos()
|
||||||
|
|
||||||
|
@ -1059,9 +1060,9 @@ local function look_for_job(self, requested_jobsites)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
local function get_a_job(self)
|
local function get_a_job(self)
|
||||||
if self.order == WORK then self.order = nil end
|
if self.order == WORK then self.order = nil end
|
||||||
|
if not self:ready_to_path() then return end
|
||||||
|
|
||||||
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
|
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
|
||||||
|
|
||||||
|
@ -1135,68 +1136,85 @@ local function validate_jobsite(self)
|
||||||
end
|
end
|
||||||
|
|
||||||
local function do_work (self)
|
local function do_work (self)
|
||||||
--debug_trades(self)
|
|
||||||
if self.child then
|
if not self or self.child then
|
||||||
mcl_log("A child so don't send to work")
|
mcl_log("No self, or a child so don't work")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
--mcl_log("Time for work")
|
--mcl_log("Time for work")
|
||||||
|
local jobsite_node = retrieve_my_jobsite (self)
|
||||||
|
|
||||||
-- Don't try if looking_for_work, or gowp possibly
|
if jobsite_node then
|
||||||
if validate_jobsite(self) then
|
|
||||||
--mcl_log("My jobsite is valid. Do i need to travel?")
|
|
||||||
|
|
||||||
local jobsite2 = retrieve_my_jobsite (self)
|
|
||||||
local jobsite = self._jobsite
|
local jobsite = self._jobsite
|
||||||
|
|
||||||
if self and jobsite2 and self._jobsite then
|
local distance_to_jobsite = vector.distance(self.object:get_pos(), jobsite)
|
||||||
local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
|
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
|
||||||
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
|
|
||||||
|
|
||||||
if distance_to_jobsite < 2 then
|
if distance_to_jobsite < 2 then
|
||||||
if self.state ~= PATHFINDING and self.order ~= WORK then
|
if self.state ~= PATHFINDING and self.order ~= WORK then
|
||||||
mcl_log("Setting order to work.")
|
mcl_log("Setting order to work.")
|
||||||
self.order = WORK
|
self.order = WORK
|
||||||
unlock_trades(self)
|
unlock_trades(self)
|
||||||
else
|
|
||||||
--mcl_log("Still pathfinding.")
|
|
||||||
end
|
|
||||||
else
|
else
|
||||||
mcl_log("Not at job block. Need to commute.")
|
--mcl_log("Still pathfinding.")
|
||||||
if self.order == WORK then
|
|
||||||
self.order = nil
|
|
||||||
return
|
|
||||||
end
|
|
||||||
self:gopath(jobsite, function(self,jobsite)
|
|
||||||
if not self then
|
|
||||||
--mcl_log("missing self. not good")
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
if not self._jobsite then
|
|
||||||
--mcl_log("Jobsite not valid")
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
|
|
||||||
--mcl_log("Made it to work ok callback!")
|
|
||||||
return true
|
|
||||||
else
|
|
||||||
--mcl_log("Need to walk to work. Not sure we can get here.")
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
end
|
end
|
||||||
|
else
|
||||||
|
mcl_log("Not at job block. Need to commute.")
|
||||||
|
if self.order == WORK then
|
||||||
|
self.order = nil
|
||||||
|
return
|
||||||
|
end
|
||||||
|
self:gopath(jobsite, function(self, jobsite)
|
||||||
|
if not self then
|
||||||
|
--mcl_log("missing self. not good")
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
if not self._jobsite then
|
||||||
|
--mcl_log("Jobsite not valid")
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
|
||||||
|
--mcl_log("Made it to work ok callback!")
|
||||||
|
return true
|
||||||
|
else
|
||||||
|
--mcl_log("Need to walk to work. Not sure we can get here.")
|
||||||
|
end
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
elseif self._profession == "unemployed" or has_traded(self) then
|
|
||||||
get_a_job(self)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
local below_vec = vector.new(0, -1, 0)
|
||||||
|
|
||||||
|
local function get_ground_below_floating_object (float_pos)
|
||||||
|
local pos = float_pos
|
||||||
|
repeat
|
||||||
|
mcl_log("Current pos: " .. minetest.pos_to_string(pos))
|
||||||
|
pos = vector.add(pos, below_vec)
|
||||||
|
local node = minetest.get_node(pos)
|
||||||
|
mcl_log("First non air materials: ".. tostring(node.name))
|
||||||
|
until node.name ~= "air"
|
||||||
|
|
||||||
|
-- If pos is 1 below float_pos, then just return float_pos as there is no air below it
|
||||||
|
if pos.y == float_pos.y - 1 then
|
||||||
|
--mcl_log("pos is only 1 lower than float pos so no air below")
|
||||||
|
return float_pos
|
||||||
|
else
|
||||||
|
--mcl_log("pos is more than 1 lower than float pos so air is below")
|
||||||
|
return pos
|
||||||
|
end
|
||||||
|
|
||||||
|
return pos
|
||||||
end
|
end
|
||||||
|
|
||||||
local function go_to_town_bell(self)
|
local function go_to_town_bell(self)
|
||||||
if self.order == GATHERING then
|
if self.order == GATHERING then return
|
||||||
mcl_log("Already gathering")
|
else mcl_log("Current order" .. self.order) end
|
||||||
return
|
|
||||||
else
|
if not self:ready_to_path() then return end
|
||||||
mcl_log("Current order" .. self.order)
|
|
||||||
end
|
|
||||||
mcl_log("Go to town bell")
|
mcl_log("Go to town bell")
|
||||||
|
|
||||||
local looking_for_type={}
|
local looking_for_type={}
|
||||||
|
@ -1208,8 +1226,9 @@ local function go_to_town_bell(self)
|
||||||
--Ideally should check for closest available. It'll make pathing easier.
|
--Ideally should check for closest available. It'll make pathing easier.
|
||||||
for _,n in pairs(nn) do
|
for _,n in pairs(nn) do
|
||||||
mcl_log("Found bell")
|
mcl_log("Found bell")
|
||||||
|
local target_point = get_ground_below_floating_object(n)
|
||||||
|
|
||||||
local gp = self:gopath(n,function(self)
|
local gp = self:gopath(target_point,function(self)
|
||||||
if self then
|
if self then
|
||||||
self.order = GATHERING
|
self.order = GATHERING
|
||||||
mcl_log("Callback has a self")
|
mcl_log("Callback has a self")
|
||||||
|
@ -1277,22 +1296,45 @@ local function validate_bed(self)
|
||||||
end
|
end
|
||||||
|
|
||||||
local function do_activity (self)
|
local function do_activity (self)
|
||||||
-- Maybe just check we're pathfinding first?
|
|
||||||
if self.following then
|
if self.following then
|
||||||
mcl_log("Following, so do not do activity.")
|
mcl_log("Following, so do not do activity.")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
if self.state == PATHFINDING then
|
||||||
|
mcl_log("Pathfinding, so do not do activity.")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
if not validate_bed(self) and self.state ~= PATHFINDING then
|
local jobsite_valid = false
|
||||||
|
|
||||||
|
if not mcl_beds.is_night() then
|
||||||
if self.order == SLEEP then self.order = nil end
|
if self.order == SLEEP then self.order = nil end
|
||||||
mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
|
|
||||||
take_bed (self)
|
if not validate_jobsite(self) then
|
||||||
|
--debug_trades(self)
|
||||||
|
if self._profession == "unemployed" or has_traded(self) then
|
||||||
|
get_a_job(self)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
else
|
||||||
|
jobsite_valid = true
|
||||||
|
--mcl_log("My jobsite is valid. Do i need to travel?")
|
||||||
|
end
|
||||||
|
else
|
||||||
|
if self.order == WORK then self.order = nil end
|
||||||
|
|
||||||
|
if not validate_bed(self) then
|
||||||
|
if self.order == SLEEP then self.order = nil end
|
||||||
|
mcl_log("Villager at this location has no bed: " .. minetest.pos_to_string(self.object:get_pos()))
|
||||||
|
take_bed (self)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Only check in day or during thunderstorm but wandered_too_far code won't work
|
-- Only check in day or during thunderstorm but wandered_too_far code won't work
|
||||||
local wandered_too_far = false
|
local wandered_too_far = false
|
||||||
if check_bed (self) then
|
if check_bed (self) then
|
||||||
wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
|
wandered_too_far = vector.distance(self.object:get_pos(),self._bed) > 50
|
||||||
end
|
end
|
||||||
|
|
||||||
if wandered_too_far then
|
if wandered_too_far then
|
||||||
|
@ -1300,7 +1342,7 @@ local function do_activity (self)
|
||||||
go_home(self, false)
|
go_home(self, false)
|
||||||
elseif get_activity() == SLEEP then
|
elseif get_activity() == SLEEP then
|
||||||
go_home(self, true)
|
go_home(self, true)
|
||||||
elseif get_activity() == WORK then
|
elseif get_activity() == WORK and jobsite_valid then
|
||||||
do_work(self)
|
do_work(self)
|
||||||
elseif get_activity() == GATHERING then
|
elseif get_activity() == GATHERING then
|
||||||
go_to_town_bell(self)
|
go_to_town_bell(self)
|
||||||
|
@ -1309,13 +1351,6 @@ local function do_activity (self)
|
||||||
self.order = nil
|
self.order = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Daytime is work and play time
|
|
||||||
if not mcl_beds.is_night() then
|
|
||||||
if self.order == SLEEP then self.order = nil end
|
|
||||||
else
|
|
||||||
if self.order == WORK then self.order = nil end
|
|
||||||
end
|
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local function update_max_tradenum(self)
|
local function update_max_tradenum(self)
|
||||||
|
|
|
@ -149,6 +149,11 @@ mcl_death_messages = {
|
||||||
plain = "@1 went off with a bang",
|
plain = "@1 went off with a bang",
|
||||||
item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional
|
item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional
|
||||||
},
|
},
|
||||||
|
sweet_berry = {
|
||||||
|
_translator = S,
|
||||||
|
plain = "@1 died a sweet death",
|
||||||
|
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
|
||||||
|
},
|
||||||
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
|
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
|
@ -275,7 +275,7 @@ local function apply_bone_meal(pointed_thing, user)
|
||||||
if n.name == "mcl_farming:sweet_berry_bush_3" then
|
if n.name == "mcl_farming:sweet_berry_bush_3" then
|
||||||
return minetest.add_item(vector.offset(pos,math.random()-0.5,math.random()-0.5,math.random()-0.5),"mcl_farming:sweet_berry")
|
return minetest.add_item(vector.offset(pos,math.random()-0.5,math.random()-0.5,math.random()-0.5),"mcl_farming:sweet_berry")
|
||||||
else
|
else
|
||||||
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 1, true)
|
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 0, true)
|
||||||
end
|
end
|
||||||
elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
|
elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
|
||||||
mcl_dye.add_bone_meal_particle(pos)
|
mcl_dye.add_bone_meal_particle(pos)
|
||||||
|
|
|
@ -89,14 +89,7 @@ minetest.register_craftitem("mcl_farming:carrot_item", {
|
||||||
groups = {food = 2, eatable = 3, compostability = 65},
|
groups = {food = 2, eatable = 3, compostability = 65},
|
||||||
_mcl_saturation = 3.6,
|
_mcl_saturation = 3.6,
|
||||||
on_secondary_use = minetest.item_eat(3),
|
on_secondary_use = minetest.item_eat(3),
|
||||||
on_place = function(itemstack, placer, pointed_thing)
|
on_place = mcl_farming:get_seed_or_eat_callback("mcl_farming:carrot_1", 3),
|
||||||
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, "mcl_farming:carrot_1")
|
|
||||||
if new then
|
|
||||||
return new
|
|
||||||
else
|
|
||||||
return minetest.do_item_eat(3, nil, itemstack, placer, pointed_thing)
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_craftitem("mcl_farming:carrot_item_gold", {
|
minetest.register_craftitem("mcl_farming:carrot_item_gold", {
|
||||||
|
|
|
@ -95,14 +95,7 @@ minetest.register_craftitem("mcl_farming:potato_item", {
|
||||||
_mcl_saturation = 0.6,
|
_mcl_saturation = 0.6,
|
||||||
stack_max = 64,
|
stack_max = 64,
|
||||||
on_secondary_use = minetest.item_eat(1),
|
on_secondary_use = minetest.item_eat(1),
|
||||||
on_place = function(itemstack, placer, pointed_thing)
|
on_place = mcl_farming:get_seed_or_eat_callback("mcl_farming:potato_1", 1),
|
||||||
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, "mcl_farming:potato_1")
|
|
||||||
if new then
|
|
||||||
return new
|
|
||||||
else
|
|
||||||
return minetest.do_item_eat(1, nil, itemstack, placer, pointed_thing)
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_craftitem("mcl_farming:potato_item_baked", {
|
minetest.register_craftitem("mcl_farming:potato_item_baked", {
|
||||||
|
|
|
@ -469,6 +469,21 @@ function mcl_farming:stem_color(startcolor, endcolor, step, step_count)
|
||||||
return colorstring
|
return colorstring
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--[[Get a callback that either eats the item or plants it.
|
||||||
|
|
||||||
|
Used for on_place callbacks for craft items which are seeds that can also be consumed.
|
||||||
|
]]
|
||||||
|
function mcl_farming:get_seed_or_eat_callback(plantname, hp_change)
|
||||||
|
return function(itemstack, placer, pointed_thing)
|
||||||
|
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, plantname)
|
||||||
|
if new then
|
||||||
|
return new
|
||||||
|
else
|
||||||
|
return minetest.do_item_eat(hp_change, nil, itemstack, placer, pointed_thing)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
minetest.register_lbm({
|
minetest.register_lbm({
|
||||||
label = "Add growth for unloaded farming plants",
|
label = "Add growth for unloaded farming plants",
|
||||||
name = "mcl_farming:growth",
|
name = "mcl_farming:growth",
|
||||||
|
|
|
@ -9,6 +9,9 @@ for i=0, 3 do
|
||||||
if i > 0 then
|
if i > 0 then
|
||||||
groups.sweet_berry_thorny = 1
|
groups.sweet_berry_thorny = 1
|
||||||
end
|
end
|
||||||
|
local drop_berries = (i >= 2)
|
||||||
|
local berries_to_drop = drop_berries and {i - 1, i} or nil
|
||||||
|
|
||||||
minetest.register_node(node_name, {
|
minetest.register_node(node_name, {
|
||||||
drawtype = "plantlike",
|
drawtype = "plantlike",
|
||||||
tiles = {texture},
|
tiles = {texture},
|
||||||
|
@ -24,7 +27,14 @@ for i=0, 3 do
|
||||||
liquid_renewable = false,
|
liquid_renewable = false,
|
||||||
liquid_range = 0,
|
liquid_range = 0,
|
||||||
walkable = false,
|
walkable = false,
|
||||||
drop = (i>=2) and ("mcl_farming:sweet_berry" .. (i==3 and " 3" or "")) or "",
|
-- Dont even create a table if no berries are dropped.
|
||||||
|
drop = not drop_berries and "" or {
|
||||||
|
max_items = 1,
|
||||||
|
items = {
|
||||||
|
{ items = {"mcl_farming:sweet_berry " .. berries_to_drop[1] }, rarity = 2 },
|
||||||
|
{ items = {"mcl_farming:sweet_berry " .. berries_to_drop[2] } }
|
||||||
|
}
|
||||||
|
},
|
||||||
selection_box = {
|
selection_box = {
|
||||||
type = "fixed",
|
type = "fixed",
|
||||||
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, (-0.30 + (i*0.25)), 6 / 16},
|
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, (-0.30 + (i*0.25)), 6 / 16},
|
||||||
|
@ -41,22 +51,20 @@ for i=0, 3 do
|
||||||
minetest.record_protection_violation(pos, pn)
|
minetest.record_protection_violation(pos, pn)
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
if mcl_dye and clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
|
if 3 ~= i and mcl_dye and
|
||||||
|
clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
|
||||||
mcl_dye.apply_bone_meal({under=pos},clicker)
|
mcl_dye.apply_bone_meal({under=pos},clicker)
|
||||||
itemstack:take_item()
|
if not minetest.is_creative_enabled(pn) then
|
||||||
|
itemstack:take_item()
|
||||||
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local stage
|
|
||||||
if node.name:find("_2") then
|
if drop_berries then
|
||||||
stage = 2
|
for j=1, berries_to_drop[math.random(2)] do
|
||||||
elseif node.name:find("_3") then
|
minetest.add_item(pos, "mcl_farming:sweet_berry")
|
||||||
stage = 3
|
|
||||||
end
|
|
||||||
if stage then
|
|
||||||
for i=1,math.random(stage) do
|
|
||||||
minetest.add_item(pos,"mcl_farming:sweet_berry")
|
|
||||||
end
|
end
|
||||||
minetest.swap_node(pos,{name = "mcl_farming:sweet_berry_bush_" .. stage - 1 })
|
minetest.swap_node(pos, {name = "mcl_farming:sweet_berry_bush_1"})
|
||||||
end
|
end
|
||||||
return itemstack
|
return itemstack
|
||||||
end,
|
end,
|
||||||
|
@ -76,8 +84,11 @@ minetest.register_craftitem("mcl_farming:sweet_berry", {
|
||||||
minetest.record_protection_violation(pointed_thing.above, pn)
|
minetest.record_protection_violation(pointed_thing.above, pn)
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
if pointed_thing.type == "node" and table.indexof(planton,minetest.get_node(pointed_thing.under).name) ~= -1 and minetest.get_node(pointed_thing.above).name == "air" then
|
if pointed_thing.type == "node" and
|
||||||
minetest.set_node(pointed_thing.above,{name="mcl_farming:sweet_berry_bush_0"})
|
table.indexof(planton, minetest.get_node(pointed_thing.under).name) ~= -1 and
|
||||||
|
pointed_thing.above.y > pointed_thing.under.y and
|
||||||
|
minetest.get_node(pointed_thing.above).name == "air" then
|
||||||
|
minetest.set_node(pointed_thing.above, {name="mcl_farming:sweet_berry_bush_0"})
|
||||||
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
||||||
itemstack:take_item()
|
itemstack:take_item()
|
||||||
end
|
end
|
||||||
|
|
Loading…
Reference in New Issue