Adjust mob collision detection - this breaks a lot of things and will be fixed later
This commit is contained in:
parent
4a3078f04b
commit
725dc731dd
|
@ -210,7 +210,21 @@ local do_attack = function(self, player)
|
|||
end
|
||||
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
-- collision function borrowed amended from jordan4ibanez open_ai mod
|
||||
--[[
|
||||
local collision = function(self)
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
|
@ -237,6 +251,120 @@ local collision = function(self)
|
|||
|
||||
return({x,z})
|
||||
end
|
||||
]]--
|
||||
|
||||
local collision = function(self)
|
||||
pos = self.object:get_pos()
|
||||
--do collision detection from the base of the mob
|
||||
|
||||
collisionbox = self.object:get_properties().collisionbox
|
||||
|
||||
pos.y = pos.y + collisionbox[2]
|
||||
|
||||
collision_boundary = collisionbox[4]
|
||||
|
||||
radius = collision_boundary
|
||||
|
||||
if collisionbox[5] > collision_boundary then
|
||||
radius = collisionbox[5]
|
||||
end
|
||||
|
||||
collision_count = 0
|
||||
|
||||
for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius*1.25)) do
|
||||
if object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) and
|
||||
--don't collide with rider, rider don't collide with thing
|
||||
(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
|
||||
(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
|
||||
--stop infinite loop
|
||||
collision_count = collision_count + 1
|
||||
if collision_count > 100 then
|
||||
break
|
||||
end
|
||||
pos2 = object:get_pos()
|
||||
|
||||
object_collisionbox = object:get_properties().collisionbox
|
||||
|
||||
pos2.y = pos2.y + object_collisionbox[2]
|
||||
|
||||
object_collision_boundary = object_collisionbox[4]
|
||||
|
||||
|
||||
--this is checking the difference of the object collided with's possision
|
||||
--if positive top of other object is inside (y axis) of current object
|
||||
y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
|
||||
|
||||
y_top_diff = (pos.y + collisionbox[5]) - pos2.y
|
||||
|
||||
|
||||
distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
|
||||
|
||||
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
|
||||
|
||||
dir = vector.direction(pos,pos2)
|
||||
dir.y = 0
|
||||
|
||||
--eliminate mob being stuck in corners
|
||||
if dir.x == 0 and dir.z == 0 then
|
||||
dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
|
||||
end
|
||||
|
||||
local velocity = vector.multiply(dir,1.1)
|
||||
|
||||
--local velocity = vector.normalize(dir)
|
||||
|
||||
vel1 = vector.multiply(velocity, -1)
|
||||
vel2 = velocity
|
||||
|
||||
self.object:add_velocity(vel1)
|
||||
|
||||
if object:is_player() then
|
||||
object:add_player_velocity(vel2)
|
||||
|
||||
--if self.on_fire then
|
||||
-- start_fire(object)
|
||||
--end
|
||||
|
||||
--if is_player_on_fire(object) then
|
||||
-- start_fire(self.object)
|
||||
--end
|
||||
|
||||
else
|
||||
object:add_velocity(vel2)
|
||||
--if self.on_fire then
|
||||
-- start_fire(object)
|
||||
--end
|
||||
--if object:get_luaentity().on_fire then
|
||||
-- start_fire(self.object)
|
||||
--end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
-- move mob in facing direction
|
||||
local set_velocity = function(self, v)
|
||||
|
@ -244,9 +372,9 @@ local set_velocity = function(self, v)
|
|||
local c_x, c_y = 0, 0
|
||||
|
||||
-- can mob be pushed, if so calculate direction
|
||||
if self.pushable then
|
||||
c_x, c_y = unpack(collision(self))
|
||||
end
|
||||
--if self.pushable then
|
||||
--c_x, c_y = unpack(collision(self))
|
||||
--end
|
||||
|
||||
-- halt mob if it has been ordered to stay
|
||||
if self.order == "stand" then
|
||||
|
@ -256,11 +384,17 @@ local set_velocity = function(self, v)
|
|||
|
||||
local yaw = (self.object:get_yaw() or 0) + self.rotate
|
||||
|
||||
self.object:set_velocity({
|
||||
self.object:add_velocity({
|
||||
x = (sin(yaw) * -v) + c_x,
|
||||
y = self.object:get_velocity().y,
|
||||
z = (cos(yaw) * v) + c_y,
|
||||
})
|
||||
|
||||
if self.pushable then
|
||||
--c_x, c_y = unpack(collision(self))
|
||||
|
||||
collision(self)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue