Add skittish behavior (runaway from punch) and fix ocelot
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@ -337,6 +337,7 @@ function mobs:register_mob(name, def)
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fall_slow = def.fall_slow,
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projectile_cooldown_min = def.projectile_cooldown_min or 2,
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projectile_cooldown_max = def.projectile_cooldown_max or 6,
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skittish = def.skittish,
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--end j4i stuff
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-- MCL2 extensions
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@ -67,13 +67,26 @@ local land_state_list_wandering = {"stand", "walk"}
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local land_state_switch = function(self, dtime)
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--do math after sure not attacking or running away
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self.state_timer = self.state_timer - dtime
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--only run away
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if self.skittish and self.state == "run" then
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self.run_timer = self.run_timer - dtime
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if self.run_timer > 0 then
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return
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end
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--continue
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end
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--only attack
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if self.hostile and self.attacking then
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self.state = "attack"
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return
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end
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--do math after sure not attacking
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self.state_timer = self.state_timer - dtime
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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@ -185,7 +198,37 @@ local land_state_execution = function(self,dtime)
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elseif self.state == "run" then
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print("run")
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--do animation
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mobs.set_mob_animation(self, "run")
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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--check for nodes to jump over
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local node_in_front_of = mobs.jump_check(self)
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if node_in_front_of == 1 then
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mobs.jump(self)
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--turn if on the edge of cliff
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--(this is written like this because unlike
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--jump_check which simply tells the mob to jump
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--this requires a mob to turn, removing the
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--ease of a full implementation for it in a single
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--function)
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elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
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--turn 45 degrees if so
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quick_rotate(self,dtime)
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--stop the mob so it doesn't fall off
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mobs.set_velocity(self,0)
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end
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--only move forward if path is clear
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if node_in_front_of == 0 or node_in_front_of == 1 then
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--set the velocity of the mob
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mobs.set_velocity(self,self.run_velocity)
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end
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elseif self.state == "attack" then
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@ -652,7 +695,7 @@ mobs.mob_step = function(self, dtime)
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self.object:remove()
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return false
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end
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--do death logic (animation, poof, explosion, etc)
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if self.health <= 0 then
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@ -1,5 +1,6 @@
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local minetest_after = minetest.after
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local minetest_sound_play = minetest.sound_play
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local math_floor = math.floor
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local math_min = math.min
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@ -63,21 +64,24 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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return
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end
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--neutral passive mobs switch to neutral hostile
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if self.neutral then
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--turn skittish mobs away and RUN
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if self.skittish then
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--drop in variables for attacking (stops crash)
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self.attacking = hitter
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self.punch_timer = 0
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self.state = "run"
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self.hostile = true
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--hostile_cooldown timer is initialized here
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self.hostile_cooldown_timer = self.hostile_cooldown
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self.run_timer = 5 --arbitrary 5 seconds
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--initialize the group attack (check for other mobs in area, make them neutral hostile)
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if self.group_attack then
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mobs.group_attack_initialization(self)
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end
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = hitter:get_pos()
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pos2.y = 0
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local dir = vector_direction(pos2,pos1)
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local yaw = minetest_dir_to_yaw(dir)
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self.yaw = yaw
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end
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@ -17,8 +17,7 @@ mobs:register_mob("mobs_mc:iron_golem", {
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passive = true,
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rotate = 270,
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hp_min = 100,
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hp_max = 100,
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rotate = 270,
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hp_max = 100,
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protect = true,
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neutral = true,
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breath_max = -1,
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@ -30,6 +30,8 @@ local ocelot = {
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type = "animal",
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spawn_class = "passive",
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can_despawn = true,
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rotate = 270,
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skittish = true,
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hp_min = 10,
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hp_max = 10,
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xp_min = 1,
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