Improve danger avoidance code.
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@ -48,24 +48,19 @@ end
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-- Returns true is node can deal damage to self
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function mob_class:is_node_dangerous(nodename)
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local nn = nodename
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if self.lava_damage > 0 and minetest.get_item_group(nn, "lava") ~= 0 then return true end
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if self.fire_damage > 0 and minetest.get_item_group(nn, "fire") ~= 0 then return true end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then return true end
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return false
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local ndef = minetest.registered_nodes[nodename]
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return ndef and (
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(self.lava_damage > 0 and ndef.groups.lava)
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or (self.fire_damage > 0 and ndef.groups.fire)
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or ((ndef.damage_per_second or 0) > 0))
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end
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-- Returns true if node is a water hazard
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function mob_class:is_node_waterhazard(nodename)
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local nn = nodename
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if self.water_damage > 0 and minetest.get_item_group(nn, "water") ~= 0 then return true end
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if minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].drowning or 0) > 0
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and self.breath_max ~= -1
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-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
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-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
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and not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then return true end
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return false
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local ndef = minetest.registered_nodes[nodename]
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return ndef and ndef.groups.water and (
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(self.water_damage > 0)
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or (not self.breathes_in_water and self.breath_max ~= -1 and (ndef.drowning or 0) > 0))
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end
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@ -712,64 +707,15 @@ function mob_class:do_states_walk()
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local yaw = self.object:get_yaw() or 0
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local s = self.object:get_pos()
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-- is there something I need to avoid?
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if (self.water_damage > 0
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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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elseif self.water_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:water"})
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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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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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local is_in_danger = false
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if lp then
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-- If mob in or on dangerous block, look for land
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if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in)
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or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then
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is_in_danger = true
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-- If mob in or on dangerous block, look for land
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if is_in_danger then
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-- Better way to find shore - copied from upstream
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lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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lp = #lp > 0 and lp[random(#lp)]
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-- did we find land?
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if lp then
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-- minetest.log(self.name .. " heading to land ".. tostring(minetest.get_node(lp).name or nil))
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yaw = atan2(lp.x - s.x, lp.z - s.z) - self.rotate
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-- look towards land and move in that direction
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self:set_yaw(yaw, 6)
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self:set_velocity(self.walk_velocity)
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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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-- Randomly turn
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if random(1, 100) <= 30 then
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yaw = yaw + random() - 0.5
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self:set_yaw(yaw, 8)
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end
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self:stand()
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self:turn_by(PI * (random() - 0.5), 6)
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return
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end
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end
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-- If mob in or on dangerous block, look for land
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if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in)
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or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then
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-- Better way to find shore - copied from upstream
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local lp = minetest.find_nodes_in_area_under_air(vector_offset(s, -5, -0.5, -5), vector_offset(s, 5, 1, 5), {"group:solid"})
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-- TODO: use node with smallest change in yaw?
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if #lp == 0 then
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local lp = minetest.find_nodes_in_area_under_air(vector_offset(s, -10, -0.5, -10), vector_offset(s, 10, 1, 10), {"group:solid"})
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end
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-- TODO: use node with smallest change in yaw instead of random?
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lp = #lp > 0 and lp[random(#lp)]
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-- did we find land?
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if lp then
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