Make villagers hurry for long paths and night
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4062d71537
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@ -657,15 +657,16 @@ function mob_class:flop()
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end
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end
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function mob_class:go_to_pos(b)
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function mob_class:go_to_pos(b, speed)
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if not self then return end
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if not b then return end
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local s = self.object:get_pos()
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if vector_distance(b,s) < .4 then return true end
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if b.y > s.y + 0.2 then self:do_jump() end
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self:turn_in_direction(b.x - s.x, b.z - s.z, 2)
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self:set_velocity(self.walk_velocity)
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self:set_animation("walk")
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speed = speed or self.walk_velocity
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self:set_velocity(speed)
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self:set_animation(speed <= self.walk_velocity and "walk" or "run")
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end
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local check_herd_timer = 0
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@ -476,14 +476,15 @@ function mob_class:check_gowp(dtime)
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local failed_attempts = self.current_target["failed_attempts"]
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mcl_log("There after " .. failed_attempts .. " failed attempts. current target:".. minetest.pos_to_string(self.current_target.pos) .. ". Distance: " .. distance_to_current_target)
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local hurry = (self.order == "sleep" or #self.waypoints > 15) and self.run_velocity or self.walk_velocity
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self.current_target = table.remove(self.waypoints, 1)
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-- use smoothing -- TODO: check for blockers before cutting corners?
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if #self.waypoints > 0 and not self.current_target["action"] then
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local curwp, nextwp = self.current_target.pos, self.waypoints[1].pos
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self:go_to_pos(vector.new(curwp.x*0.7+nextwp.x*0.3,curwp.y,curwp.z*0.7+nextwp.z*0.3))
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self:go_to_pos(vector.new(curwp.x*0.7+nextwp.x*0.3,curwp.y,curwp.z*0.7+nextwp.z*0.3), hurry)
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return
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end
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self:go_to_pos(self.current_target.pos)
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self:go_to_pos(self.current_target.pos, hurry)
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--if self.current_target["action"] then self:set_velocity(self.walk_velocity * 0.5) end
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return
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elseif self.current_target and self.current_target.pos then
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