More cleanup and improvements to movement code
This commit is contained in:
parent
3774f7f4ff
commit
40a0576731
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@ -291,10 +291,10 @@ function mob_class:mob_activate(staticdata, def, dtime)
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end
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self.object:set_properties(self)
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self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
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self:set_yaw(math.random() * math.pi * 2, 6)
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self:update_tag()
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self._current_animation = nil
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self:set_animation( "stand")
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self:set_animation("stand")
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if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.
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@ -11,8 +11,15 @@ local PATHFINDING = "gowp"
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local node_snow = "mcl_core:snow"
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local logging = minetest.settings:get_bool("mcl_logging_mobs_movement", true)
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local random = math.random
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local sin = math.sin
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local cos = math.cos
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local atan2 = math.atan2
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local abs = math.abs
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local PI = math.pi
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local TWOPI = 2 * math.pi
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local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
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@ -204,15 +211,15 @@ function mob_class:can_jump_cliff()
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local pos = self.object:get_pos()
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local v = self.object:get_velocity()
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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local v2 = abs(v.x)+abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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--is there nothing under the block in front? if so jump the gap.
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local nodLow = node_ok({
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@ -266,8 +273,8 @@ function mob_class:is_at_cliff_or_danger()
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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@ -277,17 +284,21 @@ function mob_class:is_at_cliff_or_danger()
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vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
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if free_fall then
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if math.random() < 0.98 then -- sometimes mobs make mistakes
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return true
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if random() < 0.98 then -- sometimes mobs make mistakes
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return "leap of faith"
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end
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." takes a leap of faith.")
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end
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-- minetest.log(self.name.." takes a leap of faith.")
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return false
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end
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-- avoid routes where we cannot get back, be reluctant to drop
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local height = ypos + 0.5 - blocker.y
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if self.runaway_timer == 0 and height > 1.25 and math.random() < (self.jump_height or 4) / 4 / height / height then
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--minetest.log(self.name.." avoiding drop of "..height.." chance "..((self.jump_height or 4) / 4 / height / height))
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return
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if self.runaway_timer == 0 and height > 1.25 and random() < (self.jump_height or 4) / 4 / height / height then
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." avoiding drop of "..height) --.." chance "..((self.jump_height or 4) / 4 / height / height))
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end
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return "drop of "..tostring(height)
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end
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local bnode = minetest.get_node(blocker)
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-- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name)
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@ -321,8 +332,8 @@ function mob_class:is_at_water_danger()
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return false
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end
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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@ -333,12 +344,10 @@ function mob_class:is_at_water_danger()
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if not los then
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local bnode = minetest.get_node(blocker)
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local waterdanger = self:is_node_waterhazard(bnode.name)
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if waterdanger and not in_water_danger then
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return true
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if waterdanger then
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return bnode.name
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end
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end
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return false
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end
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@ -352,20 +361,20 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
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return
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end
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if self:is_at_water_danger() then
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--[[if self:is_at_water_danger() then
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--minetest.log("At water danger for mob, stop?: " .. self.name)
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if math.random() <= 0.8 then
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if random() <= 0.8 then
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if self.state ~= "stand" 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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end
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local yaw = self.object:get_yaw() or 0
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = yaw + random() -0.5
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self:set_yaw(yaw, 8)
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return
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end
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end
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end]]
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--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
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if self.state ~= "stand" then
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@ -374,7 +383,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
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self:set_animation( "stand")
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end
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local yaw = self.object:get_yaw() or 0
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self:set_yaw( yaw + 0.78, 8)
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yaw = self:set_yaw(yaw + 0.78, 8)
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end--]]
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end
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@ -409,7 +418,7 @@ function mob_class:do_jump()
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end
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local v = self.object:get_velocity()
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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local v2 = abs(v.x)+abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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@ -418,8 +427,8 @@ function mob_class:do_jump()
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local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
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-- what is in front of mob?
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nod = node_ok({
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@ -487,17 +496,11 @@ function mob_class:do_jump()
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end
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-- if we jumped against a block/wall 4 times then turn
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if self.object:get_velocity().x ~= 0
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and self.object:get_velocity().z ~= 0 then
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if self.object:get_velocity().x ~= 0 and self.object:get_velocity().z ~= 0 then
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self.jump_count = (self.jump_count or 0) + 1
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if self.jump_count == 4 then
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local yaw = self.object:get_yaw() or 0
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self:set_yaw( yaw + 1.35, 8)
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yaw = self:set_yaw( yaw + 1.35, 8)
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self.jump_count = 0
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end
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end
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@ -526,9 +529,7 @@ function mob_class:follow_holding(clicker)
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-- multiple items
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elseif t == "table" then
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for no = 1, #self.follow do
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if self.follow[no] == item:get_name() then
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return true
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end
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@ -541,21 +542,18 @@ end
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-- find and replace what mob is looking for (grass, wheat etc.)
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function mob_class:replace_node(pos)
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if not self.replace_rate
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or not self.replace_what
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or self.child == true
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or self.object:get_velocity().y ~= 0
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or math.random(1, self.replace_rate) > 1 then
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or random(1, self.replace_rate) > 1 then
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return
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end
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local what, with, y_offset
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if type(self.replace_what[1]) == "table" then
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local num = math.random(#self.replace_what)
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local num = random(#self.replace_what)
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what = self.replace_what[num][1] or ""
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with = self.replace_what[num][2] or ""
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@ -676,8 +674,8 @@ function mob_class:check_runaway_from()
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if min_player then
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local lp = player:get_pos()
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local yaw = atan2(s.x - lp.x, s.z - lp.z) - self.rotate -- away from player
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self:set_yaw( yaw, 4)
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local yaw = -atan2(s.x - lp.x, s.z - lp.z) - self.rotate -- away from player
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self:set_yaw(yaw, 4)
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self.state = "runaway"
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self.runaway_timer = 3
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self.following = nil
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@ -729,17 +727,15 @@ function mob_class:check_follow()
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end
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if p then
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local dist = vector.distance(p, s)
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if (not self:object_in_range(self.following)) then
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self.following = nil
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else
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local yaw = atan2(p.x - s.x, p.z - s.z) - self.rotate
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self:set_yaw(yaw, 2.35)
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self:set_yaw(-atan2(p.x - s.x, p.z - s.z) - self.rotate, 2.35)
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-- anyone but standing npc's can move along
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local dist = vector.distance(p, s)
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if dist > 3 and self.order ~= "stand" then
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self:set_velocity(self.follow_velocity)
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self:set_velocity(self.follow_velocity)
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if self.walk_chance ~= 0 then
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self:set_animation( "run")
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end
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@ -769,9 +765,9 @@ function mob_class:flop()
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if self.object:get_velocity().y < 0.1 then
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self:mob_sound("flop")
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self.object:set_velocity({
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x = (math.random()-0.5) * 2 * FLOP_HOR_SPEED,
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x = (random() * 2 - 1) * FLOP_HOR_SPEED,
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y = FLOP_HEIGHT,
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z = (math.random()-0.5) * 2 * FLOP_HOR_SPEED,
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z = (random() * 2 - 1) * FLOP_HOR_SPEED,
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})
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end
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end
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@ -796,8 +792,7 @@ function mob_class:go_to_pos(b)
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--self:set_velocity(0)
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return true
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end
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local yaw = atan2(b.x - s.x, b.z - s.z) - self.rotate
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self.object:set_yaw(yaw)
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self.object:set_yaw(-atan2(b.x - s.x, b.z - s.z) - self.rotate)
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self:set_velocity(self.follow_velocity)
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self:set_animation("walk")
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end
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@ -838,11 +833,20 @@ function mob_class:teleport(target)
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end
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end
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function mob_class:animate_walk_or_fly()
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if self:flight_check()
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and self.animation
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and self.animation.fly_start
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and self.animation.fly_end then
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self:set_animation("fly")
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else
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self:set_animation("walk")
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end
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end
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function mob_class:do_states_walk()
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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 lp = nil
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-- is there something I need to avoid?
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if (self.water_damage > 0
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@ -872,7 +876,7 @@ function mob_class:do_states_walk()
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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lp = #lp > 0 and lp[math.random(#lp)]
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lp = #lp > 0 and lp[random(#lp)]
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-- did we find land?
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if lp then
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-- minetest.log(self.name .. " heading to land ".. tostring(minetest.get_node(lp).name or nil))
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@ -886,50 +890,61 @@ function mob_class:do_states_walk()
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-- A danger is near but mob is not inside
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else
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-- Randomly turn
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if math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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if random(1, 100) <= 30 then
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yaw = yaw + random() - 0.5
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self:set_yaw(yaw, 8)
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end
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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 = self:set_yaw(yaw + 0.78 * (random(0,2) - 1), 8)
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return
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elseif logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." ignores the danger "..tostring(self:is_at_cliff_or_danger() or self:is_at_water_danger()))
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end
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end
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-- If mob in or on dangerous block, look for land
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if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in)
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or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then
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-- Better way to find shore - copied from upstream
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local lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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lp = #lp > 0 and lp[random(#lp)]
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-- did we find land?
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if lp then
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." heading to land ".. tostring(minetest.get_node(lp).name or nil))
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end
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-- look towards land and move in that direction
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self:set_yaw(-atan2(lp.x - s.x, lp.z - s.z) - self.rotate, 6)
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self:set_velocity(self.walk_velocity)
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self:animate_walk_or_fly()
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return
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end
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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yaw = yaw + math.random() - 0.5
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yaw = self:set_yaw(yaw, 8)
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end
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-- stand for great fall or danger or fence in front
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local cliff_or_danger = is_in_danger or self:is_at_cliff_or_danger()
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if self.facing_fence == true
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or cliff_or_danger
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or math.random(1, 100) <= 30 then
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-- if cliff_or_danger then
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-- minetest.log(self.name .. " turning away from danger "..tostring(self:is_at_cliff_or_danger() or "nil"))
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-- end
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-- otherwise randomly turn
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if random() <= 0.3 then
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yaw = self:set_yaw(yaw + random() - 0.5, 8)
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end
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-- stop at fences or randomly
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if self.facing_fence == true or random() <= 0.3 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 + 0.78
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self:set_yaw( yaw, 8)
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self:set_animation("stand")
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else
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self:set_velocity(self.walk_velocity)
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if self:flight_check()
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and self.animation
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and self.animation.fly_start
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and self.animation.fly_end then
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self:set_animation( "fly")
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else
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self:set_animation( "walk")
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end
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self:animate_walk_or_fly()
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end
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end
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function mob_class:do_states_stand(player_in_active_range)
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local yaw = self.object:get_yaw() or 0
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if math.random(1, 4) == 1 then
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if random() < 0.25 then
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local s = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(s, 3)
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@ -943,12 +958,12 @@ function mob_class:do_states_stand(player_in_active_range)
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-- look at any players nearby, otherwise turn randomly
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if lp and self.look_at_players then
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yaw = atan2(lp.x - s.x, lp.z - s.z) - self.rotate
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yaw = -atan2(lp.x - s.x, lp.z - s.z) - self.rotate
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else
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yaw = yaw + math.random() - 0.5
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yaw = yaw + random() - 0.5
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end
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self:set_yaw( yaw, 8)
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yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
if self.order == "sit" then
|
||||
self:set_animation( "sit")
|
||||
|
@ -965,7 +980,7 @@ function mob_class:do_states_stand(player_in_active_range)
|
|||
if player_in_active_range then
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and random(1, 100) <= self.walk_chance
|
||||
and not self:is_at_cliff_or_danger() then
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
@ -987,8 +1002,8 @@ function mob_class:do_states_runaway()
|
|||
self.runaway_timer = 0
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
self:set_yaw( yaw + 0.78, 8)
|
||||
self:set_animation("stand")
|
||||
yaw = self:set_yaw(yaw + 0.78, 8)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
self:set_animation( "run")
|
||||
|
@ -996,54 +1011,32 @@ function mob_class:do_states_runaway()
|
|||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
function mob_class:check_smooth_rotation(dtime)
|
||||
-- smooth rotation by ThomasMonroe314
|
||||
-- improved smooth rotation
|
||||
if self._turn_to then
|
||||
self:set_yaw( self._turn_to, .1)
|
||||
self:set_yaw(self._turn_to, .1)
|
||||
end
|
||||
|
||||
if self.delay and self.delay > 0 then
|
||||
|
||||
local delay = self.delay
|
||||
if delay and delay > 0 then
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
local target_yaw = self.target_yaw
|
||||
|
||||
if self.delay == 1 then
|
||||
yaw = self.target_yaw
|
||||
if delay == 1 then
|
||||
yaw = target_yaw
|
||||
else
|
||||
local dif = math.abs(yaw - self.target_yaw)
|
||||
|
||||
if yaw > self.target_yaw then
|
||||
|
||||
if dif > math.pi then
|
||||
dif = 2 * math.pi - dif -- need to add
|
||||
yaw = yaw + dif / self.delay
|
||||
else
|
||||
yaw = yaw - dif / self.delay -- need to subtract
|
||||
end
|
||||
|
||||
elseif yaw < self.target_yaw then
|
||||
|
||||
if dif >math.pi then
|
||||
dif = 2 * math.pi - dif
|
||||
yaw = yaw - dif / self.delay -- need to subtract
|
||||
else
|
||||
yaw = yaw + dif / self.delay -- need to add
|
||||
end
|
||||
local dif = (target_yaw - yaw) % TWOPI
|
||||
if target_yaw > PI then
|
||||
target_yaw = target_yaw - TWOPI
|
||||
end
|
||||
|
||||
if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end
|
||||
if yaw < 0 then yaw = yaw + (math.pi * 2) end
|
||||
yaw = (yaw + dif / delay) % TWOPI
|
||||
end
|
||||
|
||||
self.delay = self.delay - 1
|
||||
self.delay = delay - 1
|
||||
if self.shaking then
|
||||
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
||||
yaw = yaw + (random() * 2 - 1) * 5 * dtime
|
||||
end
|
||||
self.object:set_yaw(yaw)
|
||||
--self:update_roll()
|
||||
end
|
||||
-- end rotation
|
||||
end
|
||||
|
|
|
@ -6,6 +6,7 @@ local ENTITY_CRAMMING_MAX = 24
|
|||
local CRAMMING_DAMAGE = 3
|
||||
local DEATH_DELAY = 0.5
|
||||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
local TWOPI = 2 * math.pi
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
|
||||
|
@ -317,21 +318,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
|
|||
self._turn_to = yaw
|
||||
end
|
||||
|
||||
--mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw)))
|
||||
--mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw())))
|
||||
|
||||
--clamp our yaw to a 360 range
|
||||
if math.deg(self.object:get_yaw()) > 360 then
|
||||
self.object:set_yaw(math.rad(0))
|
||||
elseif math.deg(self.object:get_yaw()) < 0 then
|
||||
self.object:set_yaw(math.rad(360))
|
||||
end
|
||||
|
||||
if math.deg(yaw) > 360 then
|
||||
yaw=math.rad(math.deg(yaw)%360)
|
||||
elseif math.deg(yaw) < 0 then
|
||||
yaw=math.rad(((360*5)-math.deg(yaw))%360)
|
||||
end
|
||||
yaw = yaw % TWOPI
|
||||
|
||||
--calculate the shortest way to turn to find our target
|
||||
local target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, false)
|
||||
|
|
Loading…
Reference in New Issue