Add in fly state prep for mobs
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@ -218,7 +218,7 @@ function mobs:register_mob(name, def)
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xp_max = def.xp_max or 0,
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xp_timestamp = 0,
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breath_max = def.breath_max or 15,
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breathes_in_water = def.breathes_in_water or false,
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breathes_in_water = def.breathes_in_water or false,
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physical = true,
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collisionbox = collisionbox,
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collide_with_objects = def.collide_with_objects or false,
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@ -8,13 +8,19 @@ local minetest_get_item_group = minetest.get_item_group
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local minetest_get_node = minetest.get_node
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local minetest_line_of_sight = minetest.line_of_sight
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local state_list_wandering = {"stand", "walk"}
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local DOUBLE_PI = math.pi * 2
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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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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--this is basically reverse jump_check
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local cliff_check = function(self,dtime)
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--mobs will flip out if they are falling without this
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@ -56,7 +62,6 @@ local jump_check = function(self,dtime)
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vector_multiply(dir, radius)
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--only jump if there's a node and a non-solid node above it
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local test_dir = vector.add(pos,dir)
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@ -81,19 +86,23 @@ end
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-- state switching logic (stand, walk, run, attacks)
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local state_switch = function(self, dtime)
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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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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 = state_list_wandering[math.random(1,#state_list_wandering)]
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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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end
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-- states are executed here (goto would have been helpful :<)
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local state_execution = function(self,dtime)
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-- states are executed here
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local land_state_execution = function(self,dtime)
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--local yaw = self.object:get_yaw() or 0
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if self.state == "stand" then
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--do animation
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@ -102,8 +111,6 @@ local state_execution = function(self,dtime)
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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--print("stand")
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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@ -149,8 +156,6 @@ local state_execution = function(self,dtime)
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mobs.set_velocity(self,self.walk_velocity)
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end
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--print("walk")
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elseif self.state == "run" then
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print("run")
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@ -166,6 +171,53 @@ 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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-- state switching logic (stand, walk, run, attacks)
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local fly_state_list_wandering = {"stand", "walk"}
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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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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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end
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local fly_state_execution = function(self,dtime)
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end
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local fly_state_switch = function(self, dtime)
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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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| | | | (_| | | | | | | |___| (_) | (_| | | (__
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\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
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__/ |
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|___/
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]]
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--the main loop
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mobs.mob_step = function(self, dtime)
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@ -177,9 +229,17 @@ mobs.mob_step = function(self, dtime)
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--print(self.object:get_yaw())
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state_switch(self, dtime)
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state_execution(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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--regular mobs that walk around
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else
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land_state_switch(self, dtime)
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land_state_execution(self,dtime)
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end
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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