Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to.
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@ -873,10 +873,13 @@ function mob_class:do_states_attack (dtime)
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local dist = vector.distance(p, s)
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if self.attack_type == "explode" then
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local vec = { x = p.x - s.x, z = p.z - s.z }
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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if target_line_of_sight then
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local vec = { x = p.x - s.x, z = p.z - s.z }
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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end
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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@ -900,10 +903,10 @@ function mob_class:do_states_attack (dtime)
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end
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-- walk right up to player unless the timer is active
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if self.v_start and (self.stop_to_explode or dist < self.reach) then
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self:set_velocity( 0)
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if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
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self:set_velocity(0)
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else
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self:set_velocity( self.run_velocity)
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self:set_velocity(self.run_velocity)
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end
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if self.animation and self.animation.run_start then
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@ -316,8 +316,14 @@ local function who_are_you_looking_at (self, dtime)
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local stop_look_at_player = stop_look_at_player_chance == 1
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if self.attack or self.following then
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self._locked_object = self.attack or self.following
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if self.attack then
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if not self.target_time_lost then
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self._locked_object = self.attack
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else
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self._locked_object = nil
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end
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elseif self.following then
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self._locked_object = self.following
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elseif self._locked_object then
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if stop_look_at_player then
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--minetest.log("Stop look: ".. self.name)
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