Further movement improvements
This commit is contained in:
parent
8c38745f6c
commit
a5cfaed843
|
@ -28,8 +28,9 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
|
|||
end)
|
||||
end
|
||||
|
||||
-- not used yet
|
||||
function mob_class:safe_remove()
|
||||
self.removed = true
|
||||
self._removed = true
|
||||
minetest.after(0,function(obj)
|
||||
if obj and obj:get_pos() then
|
||||
mcl_burning.extinguish(obj)
|
||||
|
@ -121,14 +122,11 @@ end
|
|||
|
||||
function mob_class:mob_activate(staticdata, def, dtime)
|
||||
if not self.object:get_pos() or staticdata == "remove" then
|
||||
mcl_burning.extinguish(self.object)
|
||||
self.object:remove()
|
||||
self:safe_remove()
|
||||
return
|
||||
end
|
||||
if self.type == "monster"
|
||||
and minetest.settings:get_bool("only_peaceful_mobs", false) then
|
||||
mcl_burning.extinguish(self.object)
|
||||
self.object:remove()
|
||||
if self.type == "monster" and minetest.settings:get_bool("only_peaceful_mobs", false) then
|
||||
self:safe_remove()
|
||||
return
|
||||
end
|
||||
|
||||
|
@ -310,16 +308,17 @@ end
|
|||
|
||||
local function on_step_work(self, dtime, moveresult)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos or self.removed then return end
|
||||
if self:check_despawn(pos, dtime) then return end
|
||||
if not pos or self._removed then return end
|
||||
if self:outside_limits() then return end
|
||||
if self:check_despawn(pos, dtime) then return end
|
||||
|
||||
pos = self:limit_vel_acc_for_large_dtime(pos, dtime, moveresult) -- limit maximum movement to reduce lag effects
|
||||
self:update_standing(pos, moveresult) -- update what we know of the mobs environment for physics and movement
|
||||
local player_in_active_range = self:player_in_active_range()
|
||||
-- The following functions return true when the mob died and we should stop processing
|
||||
if self:check_suspend(player_in_active_range) then return end
|
||||
if self:gravity_and_floating(pos, dtime, moveresult) then return end
|
||||
if self:gravity_and_floating(pos, dtime, moveresult) then return end -- keep early, for gravity!
|
||||
if self:check_dying() then return end
|
||||
if self:step_damage(dtime, pos) then return end
|
||||
self:check_water_flow(dtime, pos)
|
||||
|
||||
|
|
|
@ -651,7 +651,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
|
|||
self._kb_turn = false
|
||||
end
|
||||
end)
|
||||
self.object:add_velocity(vector_new(dir.x * kb, up*2, dir.z * kb ))
|
||||
self.object:add_velocity(vector_new(dir.x * kb, up, dir.z * kb ))
|
||||
|
||||
self.pause_timer = 0.25
|
||||
end
|
||||
|
@ -1004,11 +1004,14 @@ function mob_class:do_states_attack(dtime)
|
|||
if random(40) == 1 then self.strafe_direction = self.strafe_direction * -1 end
|
||||
|
||||
local dir = -atan2(p.x - s.x, p.z - s.z)
|
||||
self.object:add_velocity(vector_new(-sin(dir + self.strafe_direction) * 0.8, 0, cos(dir + self.strafe_direction) * 0.8))
|
||||
self.acceleration.x = self.acceleration.x - sin(dir + self.strafe_direction) * 8
|
||||
self.acceleration.z = self.acceleration.z + cos(dir + self.strafe_direction) * 8
|
||||
--stay away from player so as to shoot them
|
||||
if self.avoid_distance and dist < self.avoid_distance and self.shooter_avoid_enemy then
|
||||
local f = 0.3 * (self.avoid_distance - dist) / self.avoid_distance
|
||||
self.object:add_velocity(-sin(dir) * f, 0, cos(dir) * f)
|
||||
local f = (self.avoid_distance - dist) / self.avoid_distance
|
||||
--self:set_velocity(f * self.walk_velocity) --self.object:add_velocity(vector_new(-sin(dir) * f, 0, cos(dir) * f))
|
||||
self.acceleration.x = self.acceleration.x - sin(dir) * f * 8
|
||||
self.acceleration.z = self.acceleration.z + cos(dir) * f * 8
|
||||
end
|
||||
else
|
||||
self:set_velocity(0)
|
||||
|
@ -1020,7 +1023,7 @@ function mob_class:do_states_attack(dtime)
|
|||
if self.shoot_interval and self.timer > self.shoot_interval and random(1, 100) <= 60
|
||||
and not minetest.raycast(vector_offset(p, 0, self.shoot_offset, 0), vector_offset(self.attack:get_pos(), 0, 1.5, 0), false, false):next() then
|
||||
self.timer = 0
|
||||
self:set_animation( "shoot")
|
||||
self:set_animation("shoot")
|
||||
|
||||
-- play shoot attack sound
|
||||
self:mob_sound("shoot_attack")
|
||||
|
|
|
@ -304,7 +304,7 @@ function mob_class:do_jump()
|
|||
return false
|
||||
end
|
||||
|
||||
v.y = math.min(v.y, 0) + math.sqrt(self.jump_height * 20) + (in_water or self._can_jump_cliff and 0.5 or 0)
|
||||
v.y = math.min(v.y, 0) + math.sqrt(self.jump_height * 20 + (in_water or self._can_jump_cliff and 10 or 0))
|
||||
v.y = math.min(-self.fall_speed, math.max(v.y, self.fall_speed))
|
||||
self.object:set_velocity(v)
|
||||
self:set_animation("run")
|
||||
|
@ -617,9 +617,9 @@ function mob_class:do_states_walk()
|
|||
-- facing wall? then turn
|
||||
local facing_wall = false
|
||||
-- todo: use moveresult collision info here?
|
||||
if self:get_velocity_xyz() < 0.1 then
|
||||
if moveresult and moveresult.collides and self:get_velocity_xyz() < 0.1 then
|
||||
facing_wall = true
|
||||
elseif not facing_wall then
|
||||
else --if not facing_wall then
|
||||
local cbox = self.collisionbox
|
||||
local dir_x, dir_z = -sin(yaw - QUARTERPI) * (cbox[4] + 0.5), cos(yaw - QUARTERPI) * (cbox[4] + 0.5)
|
||||
local nodface = minetest.registered_nodes[minetest.get_node(vector_offset(s, dir_x, (cbox[5] - cbox[2]) * 0.5, dir_z)).name]
|
||||
|
|
|
@ -168,7 +168,7 @@ function mob_class:collision()
|
|||
local pos = self.object:get_pos()
|
||||
if not pos then return 0,0 end
|
||||
local x, z = 0, 0
|
||||
local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
|
||||
local width = -self.collisionbox[1] + self.collisionbox[4]
|
||||
for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
|
||||
local ent = object:get_luaentity()
|
||||
if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
|
||||
|
@ -190,19 +190,6 @@ function mob_class:collision()
|
|||
return x, z
|
||||
end
|
||||
|
||||
function mob_class:check_death_and_slow_mob()
|
||||
local d = 0.7
|
||||
local dying = self:check_dying()
|
||||
if dying then d = 0.92 end
|
||||
|
||||
local v = self.object:get_velocity()
|
||||
if v then
|
||||
--diffuse object velocity
|
||||
self.object:set_velocity(vector.new(v.x*d, v.y, v.z*d))
|
||||
end
|
||||
return dying
|
||||
end
|
||||
|
||||
-- move mob in facing direction
|
||||
function mob_class:set_velocity(v)
|
||||
self.target_vel = v
|
||||
|
@ -880,6 +867,7 @@ function mob_class:limit_vel_acc_for_large_dtime(pos, dtime, moveresult)
|
|||
-- because we cannot check for collission, we simply allow the extra acceleration to lag a timestep:
|
||||
-- pos = pos + self.acceleration * edtime * 0.5 * rdtime
|
||||
end
|
||||
vel.x, vel.z = vel.x * 0.9, vel.z * 0.9 -- general slowdown factor
|
||||
self.object:set_velocity(vel)
|
||||
self.object:set_pos(pos)
|
||||
return pos
|
||||
|
@ -941,8 +929,9 @@ function mob_class:check_water_flow(dtime, pos)
|
|||
end
|
||||
|
||||
function mob_class:check_dying()
|
||||
if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
|
||||
if (self.state and self.state == "die" or self:check_for_death()) and not self.animation.die_end then
|
||||
local rot = self.object:get_rotation()
|
||||
self:set_velocity(0) -- intentional movements stop
|
||||
if rot then
|
||||
rot.z = ((HALFPI - rot.z) * .2) + rot.z
|
||||
self.object:set_rotation(rot)
|
||||
|
@ -957,6 +946,7 @@ function mob_class:check_suspend(player_in_active_range)
|
|||
self:set_animation("stand", true)
|
||||
if self.object:get_velocity() then
|
||||
self.object:set_velocity(vector.zero())
|
||||
self.object:set_acceleration(vector.zero())
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
|
|
@ -52,6 +52,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
|
|||
fall_damage = 0,
|
||||
view_range = 64,
|
||||
attack_type = "dogshoot",
|
||||
see_through_opaque = false,
|
||||
arrow = "mobs_mc:fireball",
|
||||
shoot_interval = 5,
|
||||
shoot_offset = -0.5,
|
||||
|
|
|
@ -117,6 +117,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
|
|||
},
|
||||
harmed_by_heal = true,
|
||||
is_boss = true,
|
||||
see_through_opaque = false,
|
||||
extra_hostile = true,
|
||||
attack_exception = function(p)
|
||||
local ent = p:get_luaentity()
|
||||
|
@ -252,7 +253,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
|
|||
z = p.z - s.z
|
||||
}
|
||||
|
||||
local yaw = (atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate
|
||||
local yaw = (math.atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
|
|
Loading…
Reference in New Issue