diff --git a/mods/ENTITIES/mcl_mobs/movement.lua b/mods/ENTITIES/mcl_mobs/movement.lua index de002b8df..d2640399e 100644 --- a/mods/ENTITIES/mcl_mobs/movement.lua +++ b/mods/ENTITIES/mcl_mobs/movement.lua @@ -12,14 +12,7 @@ local node_snow = "mcl_core:snow" local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false -local atann = math.atan -local function atan(x) - if not x or x ~= x then - return 0 - else - return atann(x) - end -end +local atan2 = math.atan2 local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node] @@ -64,7 +57,7 @@ function mob_class:is_node_waterhazard(nodename) return true end end - if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then + if minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].drowning or 0) > 0 then if self.breath_max ~= -1 then -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous @@ -223,15 +216,19 @@ function mob_class:can_jump_cliff() --is there nothing under the block in front? if so jump the gap. local nodLow = node_ok({ - x = pos.x + dir_x-0.6, + x = pos.x + dir_x*0.6, y = pos.y - 0.5, - z = pos.z + dir_z-0.6 + z = pos.z + dir_z*0.6 }, "air") + -- next is solid, no need to jump + if minetest.registered_nodes[nodLow.name] and minetest.registered_nodes[nodLow.name].walkable == true then + return false + end local nodFar = node_ok({ - x = pos.x + dir_x*2, + x = pos.x + dir_x*1.6, y = pos.y - 0.5, - z = pos.z + dir_z*2 + z = pos.z + dir_z*1.6 }, "air") local nodFar2 = node_ok({ @@ -239,28 +236,23 @@ function mob_class:can_jump_cliff() y = pos.y - 0.5, z = pos.z + dir_z*2.5 }, "air") + -- TODO: also check there is air above these nodes? - - if minetest.registered_nodes[nodLow.name] - and minetest.registered_nodes[nodLow.name].walkable ~= true - - - and (minetest.registered_nodes[nodFar.name] - and minetest.registered_nodes[nodFar.name].walkable == true - - or minetest.registered_nodes[nodFar2.name] - and minetest.registered_nodes[nodFar2.name].walkable == true) - + -- some place to land on + if (minetest.registered_nodes[nodFar.name] and minetest.registered_nodes[nodFar.name].walkable == true) + or (minetest.registered_nodes[nodFar2.name] and minetest.registered_nodes[nodFar2.name].walkable == true) then - --disable fear heigh while we make our jump + --disable fear height while we make our jump self._jumping_cliff = true - minetest.after(1, function() + -- minetest.log("Jumping cliff: " .. self.name) + minetest.after(.01, function() if self and self.object then self._jumping_cliff = false end end) return true else + self._jumping_cliff = false return false end end @@ -270,10 +262,12 @@ function mob_class:is_at_cliff_or_danger() if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection! return false end - + if self.fly then -- also avoids checking fish + return false + end local yaw = self.object:get_yaw() - local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5) + local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25) + local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor @@ -283,19 +277,23 @@ function mob_class:is_at_cliff_or_danger() vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z)) if free_fall then - return true - else - local bnode = minetest.get_node(blocker) - local danger = self:is_node_dangerous(bnode.name) - if danger then - return true - else - local def = minetest.registered_nodes[bnode.name] - if def and def.walkable then - return false - end - end + return math.random() < 0.99 -- sometimes mobs make mistakes end + -- avoid routes where we cannot get back, be reluctant to drop + local height = ypos + 0.5 - blocker.y + if height > 1.25 and math.random() < (self.jump_height or 4) / 4 / height / height then + -- minetest.log("Avoiding drop of "..height.." chance "..((self.jump_height or 4) / 4 / height)) + return + end + local bnode = minetest.get_node(blocker) + local danger = self:is_node_dangerous(bnode.name) or self:is_node_waterhazard(bnode.name) + if danger then + return true + end + --local def = minetest.registered_nodes[bnode.name] + --if def and def.walkable then + -- return false + --end return false end @@ -305,7 +303,10 @@ end function mob_class:is_at_water_danger() if self.water_damage == 0 and self.breath_max == -1 then --minetest.log("Do not need a water check for: " .. self.name) - return + return false + end + if self.fly then -- also avoids checking fish + return false end local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on) @@ -318,11 +319,11 @@ function mob_class:is_at_water_danger() local pos = self.object:get_pos() if not yaw or not pos then - return + return false end - local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5) + local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25) + local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25) local ypos = pos.y + self.collisionbox[2] -- just above floor @@ -356,7 +357,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range) if self:is_at_water_danger() then --minetest.log("At water danger for mob, stop?: " .. self.name) - if math.random(1, 10) <= 7 then + if math.random() <= 0.8 then if self.state ~= "stand" then self:set_velocity(0) self.state = "stand" @@ -684,7 +685,7 @@ function mob_class:check_runaway_from() z = lp.z - s.z } - local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate + local yaw = (atan2(vec.z, vec.x) + 3 *math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw + math.pi @@ -752,7 +753,7 @@ function mob_class:check_follow() z = p.z - s.z } - local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate + local yaw = (atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate if p.x > s.x then yaw = yaw +math.pi end self:set_yaw( yaw, 2.35) @@ -818,7 +819,7 @@ function mob_class:go_to_pos(b) return true end local v = { x = b.x - s.x, z = b.z - s.z } - local yaw = (atann(v.z / v.x) +math.pi/ 2) - self.rotate + local yaw = (atan2(v.z, v.x) +math.pi/ 2) - self.rotate if b.x > s.x then yaw = yaw +math.pi end self.object:set_yaw(yaw) self:set_velocity(self.follow_velocity) @@ -883,8 +884,8 @@ function mob_class:do_states_walk() local is_in_danger = false if lp then -- If mob in or on dangerous block, look for land - if (self:is_node_dangerous(self.standing_in) or - self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then + if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in) + or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then is_in_danger = true -- If mob in or on dangerous block, look for land @@ -905,7 +906,7 @@ function mob_class:do_states_walk() z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate + yaw = (atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw +math.pi end @@ -936,10 +937,7 @@ function mob_class:do_states_walk() end -- stand for great fall or danger or fence in front - local cliff_or_danger = false - if is_in_danger then - cliff_or_danger = self:is_at_cliff_or_danger() - end + local cliff_or_danger = is_in_danger or self:is_at_cliff_or_danger() if self.facing_fence == true or cliff_or_danger or math.random(1, 100) <= 30 then @@ -987,7 +985,7 @@ function mob_class:do_states_stand(player_in_active_range) z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate + yaw = (atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate if lp.x > s.x then yaw = yaw +math.pi end else @@ -1012,7 +1010,7 @@ function mob_class:do_states_stand(player_in_active_range) if self.walk_chance ~= 0 and self.facing_fence ~= true and math.random(1, 100) <= self.walk_chance - and self:is_at_cliff_or_danger() == false then + and not self:is_at_cliff_or_danger() then self:set_velocity(self.walk_velocity) self.state = "walk"