Remove wandering from ai
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491ef6c8f8
commit
008d670ed9
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@ -311,7 +311,6 @@ function mobs:register_mob(name, def)
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backface_culling = true,
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walk_timer = 0,
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stand_timer = 0,
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wandering = true,
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current_animation = "",
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gravity = GRAVITY,
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swim = def.swim,
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@ -92,8 +92,17 @@ end
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local land_state_list_wandering = {"stand", "walk"}
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local land_state_switch = function(self, dtime)
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if self.hostile and attack then
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self.state =
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return
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end
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--do math after sure not attacking
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
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end
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@ -203,7 +212,7 @@ local swim_state_list_wandering = {"stand", "swim"}
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local swim_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)]
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end
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@ -335,7 +344,7 @@ local fly_state_list_wandering = {"stand", "fly"}
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local fly_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
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end
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@ -482,7 +491,7 @@ local jump_state_list_wandering = {"stand", "jump"}
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local jump_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)]
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end
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@ -603,8 +612,13 @@ mobs.mob_step = function(self, dtime)
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--1 for eye height adjust is debug
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local attacking = mobs.detect_closest_player_within_radius(self,true,10,1)
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--go get the closest player ROAR >:O
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if attacking then
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print(attacking:get_player_name())
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self.attack = attacking
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--no player in area
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else
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self.attack = nil
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end
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end
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