Fix mobs walking into water too often
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fff1949804
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9326a76973
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@ -718,7 +718,9 @@ local do_env_damage = function(self)
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-- what is mob standing in?
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-- what is mob standing in?
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pos.y = pos.y + y_level + 0.25 -- foot level
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pos.y = pos.y + y_level + 0.25 -- foot level
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local pos2 = {x=pos.x, y=pos.y-1, z=pos.z}
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self.standing_in = node_ok(pos, "air").name
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self.standing_in = node_ok(pos, "air").name
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self.standing_on = node_ok(pos2, "air").name
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-- don't fall when on ignore, just stand still
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-- don't fall when on ignore, just stand still
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if self.standing_in == "ignore" then
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if self.standing_in == "ignore" then
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@ -1909,8 +1911,9 @@ local do_states = function(self, dtime)
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local lp = nil
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local lp = nil
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-- is there something I need to avoid?
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-- is there something I need to avoid?
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if self.water_damage > 0
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if (self.water_damage > 0
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and self.lava_damage > 0 then
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and self.lava_damage > 0)
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or self.breath_max ~= -1 then
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lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
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lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
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@ -1921,18 +1924,27 @@ local do_states = function(self, dtime)
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elseif self.lava_damage > 0 then
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elseif self.lava_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:lava"})
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lp = minetest.find_node_near(s, 1, {"group:lava"})
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elseif self.fire_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:fire"})
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end
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end
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if lp then
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if lp then
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local def = minetest.registered_nodes[self.standing_in]
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-- if mob in water or lava then look for land
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local def2 = minetest.registered_nodes[self.standing_on]
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if (self.lava_damage
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-- If mob in or on dangerous block, look for land
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and minetest.registered_nodes[self.standing_in].groups.lava)
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if (self.breath_max ~= -1
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and (def.drowning > 0 or def2.drowning > 0))
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or (self.lava_damage
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and (def.groups.lava or def2.groups.lava))
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or (self.water_damage
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or (self.water_damage
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and minetest.registered_nodes[self.standing_in].groups.water) then
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and (def.groups.water or def2.groups.water))
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or (self.fire_damage
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and (def.groups.fire or def2.groups.fire)) then
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lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
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lp = minetest.find_node_near(s, 5, {"group:solid"})
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"group:sand", node_ice, node_snowblock})
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-- did we find land?
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-- did we find land?
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if lp then
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if lp then
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@ -1954,16 +1966,14 @@ local do_states = function(self, dtime)
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yaw = yaw + random(-0.5, 0.5)
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yaw = yaw + random(-0.5, 0.5)
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end
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end
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-- A danger is near but mob is not inside
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else
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else
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local vec = {
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-- Randomly turn
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x = lp.x - s.x,
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if random(1, 100) <= 30 then
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z = lp.z - s.z
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yaw = yaw + random(-0.5, 0.5)
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}
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yaw = set_yaw(self, yaw, 8)
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end
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if lp.x > s.x then yaw = yaw + pi end
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end
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end
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yaw = set_yaw(self, yaw, 8)
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yaw = set_yaw(self, yaw, 8)
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@ -1972,7 +1982,6 @@ local do_states = function(self, dtime)
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elseif random(1, 100) <= 30 then
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elseif random(1, 100) <= 30 then
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yaw = yaw + random(-0.5, 0.5)
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yaw = yaw + random(-0.5, 0.5)
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yaw = set_yaw(self, yaw, 8)
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yaw = set_yaw(self, yaw, 8)
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end
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end
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@ -1987,6 +1996,7 @@ local do_states = function(self, dtime)
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self.state = "stand"
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self.state = "stand"
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set_animation(self, "stand")
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set_animation(self, "stand")
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else
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else
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set_velocity(self, self.walk_velocity)
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set_velocity(self, self.walk_velocity)
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if flight_check(self)
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if flight_check(self)
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@ -2866,7 +2876,8 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.collisionbox = colbox
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self.collisionbox = colbox
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self.selectionbox = selbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.visual_size = vis_size
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self.standing_in = ""
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self.standing_in = "ignore"
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self.standing_on = "ignore"
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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