Overhaul separation of swimming and flying for ease of use with writing mobs api
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5365dec19a
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061602d9d4
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@ -311,6 +311,8 @@ function mobs:register_mob(name, def)
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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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swim_in = def.swim_in or {mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source},
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--set_animation = mobs.set_animation,
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--end j4i stuff
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@ -173,26 +173,24 @@ end
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--[[
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______ _ _ _______ _ _
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| ___| | (_) / / ___| (_) (_)
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| |_ | |_ _ _ _ __ __ _ / /\ `--.__ ___ _ __ ___ _ __ ___ _ _ __ __ _
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| _| | | | | | | '_ \ / _` | / / `--. \ \ /\ / / | '_ ` _ \| '_ ` _ \| | '_ \ / _` |
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| | | | |_| | | | | | (_| |/ / /\__/ /\ V V /| | | | | | | | | | | | | | | | (_| |
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\_| |_|\__, |_|_| |_|\__, /_/ \____/ \_/\_/ |_|_| |_| |_|_| |_| |_|_|_| |_|\__, |
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__/ | __/ | __/ |
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|___/ |___/ |___/
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_____ _
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/ ___| (_)
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\ `--.__ ___ _ __ ___
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`--. \ \ /\ / / | '_ ` _ \
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/\__/ /\ V V /| | | | | | |
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\____/ \_/\_/ |_|_| |_| |_|
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]]--
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-- state switching logic (stand, walk, run, attacks)
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local fly_state_list_wandering = {"stand", "fly"}
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local swim_state_list_wandering = {"stand", "swim"}
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local fly_state_switch = function(self, dtime)
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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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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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self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)]
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end
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end
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@ -203,13 +201,13 @@ local flop = function(self,dtime)
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end
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--this is to swap the built in engine acceleration modifier
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local fly_physics_swapper = function(self,inside_fly_node)
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local swim_physics_swapper = function(self,inside_swim_node)
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--should be flying, gravity is applied, switch to floating
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if inside_fly_node and self.object:get_acceleration().y ~= 0 then
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--should be swimming, gravity is applied, switch to floating
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if inside_swim_node and self.object:get_acceleration().y ~= 0 then
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self.object:set_acceleration(vector_new(0,0,0))
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--not be flying, gravity isn't applied, switch to falling
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elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
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--not be swim, gravity isn't applied, switch to falling
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elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
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self.pitch = 0
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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@ -218,27 +216,27 @@ end
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local random_pitch_multiplier = {-1,1}
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-- states are executed here
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local fly_state_execution = function(self,dtime)
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local swim_state_execution = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + self.object:get_properties().collisionbox[5]
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local current_node = minetest_get_node(pos).name
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local inside_fly_node = false
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local inside_swim_node = false
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--quick scan everything to see if inside fly node
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for _,id in pairs(self.fly_in) do
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--quick scan everything to see if inside swim node
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for _,id in pairs(self.swim_in) do
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if id == current_node then
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inside_fly_node = true
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inside_swim_node = true
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break
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end
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end
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--turn gravity on or off
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fly_physics_swapper(self,inside_fly_node)
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swim_physics_swapper(self,inside_swim_node)
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--fly properly if inside fly node
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if inside_fly_node then
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--swim properly if inside swim node
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if inside_swim_node then
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if self.state == "stand" then
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@ -250,9 +248,9 @@ local fly_state_execution = function(self,dtime)
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--print("standing")
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mobs.set_fly_velocity(self,0)
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mobs.set_swim_velocity(self,0)
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elseif self.state == "fly" then
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elseif self.state == "swim" then
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self.walk_timer = self.walk_timer - dtime
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@ -270,9 +268,9 @@ local fly_state_execution = function(self,dtime)
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end
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mobs.set_fly_velocity(self,self.walk_velocity)
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mobs.set_swim_velocity(self,self.walk_velocity)
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end
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--flop around if not inside fly node
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--flop around if not inside swim node
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else
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--print("flopping")
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flop(self,dtime)
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@ -304,10 +302,10 @@ mobs.mob_step = function(self, dtime)
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--swimming/flying
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if self.fly then
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fly_state_switch(self, dtime)
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fly_state_execution(self, dtime)
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--swimming
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if self.swim then
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swim_state_switch(self, dtime)
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swim_state_execution(self, dtime)
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--regular mobs that walk around
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else
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land_state_switch(self, dtime)
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@ -11,6 +11,17 @@ local vector_multiply = vector.multiply
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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--[[
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_ _
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| | | |
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| | __ _ _ __ __| |
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| | / _` | '_ \ / _` |
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| |___| (_| | | | | (_| |
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\_____/\__,_|_| |_|\__,_|
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]]
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-- move mob in facing direction
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--this has been modified to be internal
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--internal = lua (self.yaw)
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@ -71,6 +82,22 @@ mobs.jump = function(self, velocity)
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self.object:add_velocity(vector_new(0,velocity,0))
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end
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--[[
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_____ _
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/ ___| (_)
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\ `--.__ ___ _ __ ___
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`--. \ \ /\ / / | '_ ` _ \
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/\__/ /\ V V /| | | | | | |
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\____/ \_/\_/ |_|_| |_| |_|
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]]--
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--make mobs flop
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mobs.flop = function(self, velocity)
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@ -106,7 +133,7 @@ end
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--this has been modified to be internal
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--internal = lua (self.yaw)
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--engine = c++ (self.object:get_yaw())
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mobs.set_fly_velocity = function(self, v)
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mobs.set_swim_velocity = function(self, v)
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local yaw = (self.yaw or 0)
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local pitch = (self.pitch or 0)
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@ -48,8 +48,7 @@ mobs:register_mob("mobs_mc:squid", {
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},
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visual_size = {x=3, y=3},
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makes_footstep_sound = false,
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fly = true,
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fly_in = { mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source },
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swim = true,
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breathes_in_water = true,
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jump = false,
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view_range = 16,
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