Add in detect_players_in_area
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@ -597,7 +597,14 @@ mobs.mob_step = function(self, dtime)
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if self.hostile then
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print("I'm a bad boi")
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--true for line_of_sight is debug
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--10 for radius is debug
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--1 for eye height adjust is debug
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local attacking = mobs.detect_players_in_area(self,true,10,1)
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if attacking then
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print(attacking:get_player_name())
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end
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end
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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@ -1,3 +1,7 @@
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local minetest_line_of_sight = minetest.line_of_sight
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local vector_new = vector.new
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-- default function when mobs are blown up with TNT
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local do_tnt = function(obj, damage)
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@ -9,4 +13,61 @@ local do_tnt = function(obj, damage)
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return false, true, {}
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end
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--a fast function to be able to detect only players without using objects_in_radius
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mobs.detect_players_in_area = function(self, line_of_sight, radius, object_height_adder)
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line_of_sight = line_of_sight or true --fallback line_of_sight
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radius = radius or 10 -- fallback radius
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object_height_adder = object_height_adder or 0 --fallback entity (y height) addition for line of sight
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local pos1 = self.object:get_pos()
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local players_in_area = {}
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local winner_player = nil
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local players_detected = 0
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--get players in radius
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for _,player in pairs(minetest.get_connected_players()) do
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if player and player:get_hp() > 0 then
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local pos2 = player:get_pos()
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local distance = vector.distance(pos1,pos2)
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if distance <= radius then
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if line_of_sight then
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--must add eye height or stuff breaks randomly because of
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--seethrough nodes being a blocker (like grass)
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if minetest_line_of_sight(
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vector_new(pos1.x, pos1.y + object_height_adder, pos1.z),
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vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z)
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) then
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players_detected = players_detected + 1
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players_in_area[player] = distance
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end
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else
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players_detected = players_detected + 1
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players_in_area[player] = distance
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end
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end
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end
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end
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--return if there's no one near by
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if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
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return nil
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end
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--do a default radius max
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local shortest_disance = radius + 1
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--sort through players and find the closest player
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for player,distance in pairs(players_in_area) do
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if distance < shortest_disance then
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shortest_disance = distance
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winner_player = player
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end
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end
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return(winner_player)
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end
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