Make flying mobs float in water and lava
This commit is contained in:
parent
8783912938
commit
0794bc5437
|
@ -29,7 +29,7 @@ end
|
|||
| | / _` | '_ \ / _` |
|
||||
| |___| (_| | | | | (_| |
|
||||
\_____/\__,_|_| |_|\__,_|
|
||||
]]
|
||||
]]--
|
||||
|
||||
--this is basically reverse jump_check
|
||||
local cliff_check = function(self,dtime)
|
||||
|
@ -290,13 +290,137 @@ local swim_state_execution = function(self,dtime)
|
|||
else
|
||||
--do animation
|
||||
mobs.set_mob_animation(self, "stand")
|
||||
|
||||
|
||||
mobs.flop(self)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--[[
|
||||
______ _
|
||||
| ___| |
|
||||
| |_ | |_ _
|
||||
| _| | | | | |
|
||||
| | | | |_| |
|
||||
\_| |_|\__, |
|
||||
__/ |
|
||||
|___/
|
||||
]]--
|
||||
|
||||
-- state switching logic (stand, walk, run, attacks)
|
||||
local fly_state_list_wandering = {"stand", "fly"}
|
||||
|
||||
local fly_state_switch = function(self, dtime)
|
||||
self.state_timer = self.state_timer - dtime
|
||||
if self.wandering and self.state_timer <= 0 then
|
||||
self.state_timer = math.random(4,10) + math.random()
|
||||
self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--check if a mob needs to turn while flyming
|
||||
local fly_turn_check = function(self,dtime)
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
pos.y = pos.y + 0.1
|
||||
local dir = minetest_yaw_to_dir(self.yaw)
|
||||
|
||||
local collisionbox = self.object:get_properties().collisionbox
|
||||
local radius = collisionbox[4] + 0.5
|
||||
|
||||
vector_multiply(dir, radius)
|
||||
|
||||
local test_dir = vector.add(pos,dir)
|
||||
|
||||
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
|
||||
|
||||
return(green_flag_1)
|
||||
end
|
||||
|
||||
--this is to swap the built in engine acceleration modifier
|
||||
local fly_physics_swapper = function(self,inside_fly_node)
|
||||
|
||||
--should be flyming, gravity is applied, switch to floating
|
||||
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
|
||||
self.object:set_acceleration(vector_new(0,0,0))
|
||||
--not be fly, gravity isn't applied, switch to falling
|
||||
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
|
||||
self.pitch = 0
|
||||
self.object:set_acceleration(vector_new(0,-self.gravity,0))
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local random_pitch_multiplier = {-1,1}
|
||||
-- states are executed here
|
||||
local fly_state_execution = function(self,dtime)
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
pos.y = pos.y + self.object:get_properties().collisionbox[5]
|
||||
local current_node = minetest_get_node(pos).name
|
||||
local inside_fly_node = minetest_get_item_group(current_node, "solid") == 0
|
||||
|
||||
--recheck if in water or lava
|
||||
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
||||
inside_fly_node = false
|
||||
end
|
||||
|
||||
--turn gravity on or off
|
||||
fly_physics_swapper(self,inside_fly_node)
|
||||
|
||||
--fly properly if inside fly node
|
||||
if inside_fly_node then
|
||||
if self.state == "stand" then
|
||||
|
||||
--do animation
|
||||
mobs.set_mob_animation(self, "stand")
|
||||
|
||||
mobs.set_fly_velocity(self,0)
|
||||
|
||||
elseif self.state == "fly" then
|
||||
|
||||
self.walk_timer = self.walk_timer - dtime
|
||||
|
||||
--reset the walk timer
|
||||
if self.walk_timer <= 0 then
|
||||
|
||||
--re-randomize the walk timer
|
||||
self.walk_timer = math.random(1,6) + math.random()
|
||||
|
||||
--set the mob into a random direction
|
||||
self.yaw = (math_random() * (math.pi * 2))
|
||||
|
||||
--create a truly random pitch, since there is no easy access to pitch math that I can find
|
||||
self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
|
||||
end
|
||||
|
||||
--do animation
|
||||
mobs.set_mob_animation(self, "walk")
|
||||
|
||||
--do a quick turn to make mob continuously move
|
||||
--if in a bird cage or something
|
||||
if fly_turn_check(self,dtime) then
|
||||
quick_rotate(self,dtime)
|
||||
end
|
||||
|
||||
mobs.set_fly_velocity(self,self.walk_velocity)
|
||||
end
|
||||
else
|
||||
--make the mob float
|
||||
if self.floats and minetest_get_item_group(current_node, "water") ~= 0 then
|
||||
mobs.float(self)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--[[
|
||||
___ ___ _ _ _
|
||||
| \/ | (_) | | (_)
|
||||
|
@ -306,7 +430,7 @@ ___ ___ _ _ _
|
|||
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
|
||||
__/ |
|
||||
|___/
|
||||
]]
|
||||
]]--
|
||||
|
||||
--the main loop
|
||||
mobs.mob_step = function(self, dtime)
|
||||
|
@ -322,7 +446,8 @@ mobs.mob_step = function(self, dtime)
|
|||
swim_state_execution(self, dtime)
|
||||
--flying
|
||||
elseif self.fly then
|
||||
print("I probably should be flying >:(")
|
||||
fly_state_switch(self, dtime)
|
||||
fly_state_execution(self,dtime)
|
||||
--regular mobs that walk around
|
||||
else
|
||||
land_state_switch(self, dtime)
|
||||
|
|
|
@ -12,6 +12,31 @@ local vector_multiply = vector.multiply
|
|||
local minetest_yaw_to_dir = minetest.yaw_to_dir
|
||||
|
||||
|
||||
|
||||
--this is a generic float function
|
||||
mobs.float = function(self)
|
||||
|
||||
local current_velocity = self.object:get_velocity()
|
||||
|
||||
local goal_velocity = {
|
||||
x = 0,
|
||||
y = 5,
|
||||
z = 0,
|
||||
}
|
||||
|
||||
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
|
||||
|
||||
new_velocity_addition.x = 0
|
||||
new_velocity_addition.z = 0
|
||||
|
||||
--smooths out mobs a bit
|
||||
if vector_length(new_velocity_addition) >= 0.0001 then
|
||||
self.object:add_velocity(new_velocity_addition)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--[[
|
||||
_ _
|
||||
| | | |
|
||||
|
@ -151,6 +176,51 @@ mobs.set_swim_velocity = function(self, v)
|
|||
}
|
||||
|
||||
|
||||
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
|
||||
|
||||
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
|
||||
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
|
||||
end
|
||||
|
||||
--smooths out mobs a bit
|
||||
if vector_length(new_velocity_addition) >= 0.0001 then
|
||||
self.object:add_velocity(new_velocity_addition)
|
||||
end
|
||||
end
|
||||
|
||||
--[[
|
||||
______ _
|
||||
| ___| |
|
||||
| |_ | |_ _
|
||||
| _| | | | | |
|
||||
| | | | |_| |
|
||||
\_| |_|\__, |
|
||||
__/ |
|
||||
|___/
|
||||
]]--
|
||||
|
||||
-- move mob in facing direction
|
||||
--this has been modified to be internal
|
||||
--internal = lua (self.yaw)
|
||||
--engine = c++ (self.object:get_yaw())
|
||||
mobs.set_fly_velocity = function(self, v)
|
||||
|
||||
local yaw = (self.yaw or 0)
|
||||
local pitch = (self.pitch or 0)
|
||||
|
||||
if v == 0 then
|
||||
pitch = 0
|
||||
end
|
||||
|
||||
local current_velocity = self.object:get_velocity()
|
||||
|
||||
local goal_velocity = {
|
||||
x = (math_sin(yaw) * -v),
|
||||
y = pitch,
|
||||
z = (math_cos(yaw) * v),
|
||||
}
|
||||
|
||||
|
||||
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
|
||||
|
||||
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
|
||||
|
|
Loading…
Reference in New Issue