Some performance improvements
also add a bit to make mobs look at any player getting too close
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@ -4059,12 +4059,13 @@ local mob_step = function(self, dtime)
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-- end rotation
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-- end rotation
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if self.head_swivel and type(self.head_swivel) == "string" then
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if self.head_swivel and type(self.head_swivel) == "string" then
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local final_rotation = vector.new(0,0,0)
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local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
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if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
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if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
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if not self._locked_object then
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if not self._locked_object then
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if math.random(5000/self.curiosity) == 1 then
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if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
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self._locked_object = obj
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self._locked_object = obj
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end
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end
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else
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else
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@ -4096,30 +4097,36 @@ local mob_step = function(self, dtime)
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
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local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
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local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
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local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
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local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
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if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.type == "monster") then
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.multiply(oldr, 0.9))
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if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack") then
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elseif self.attack and self.type == "monster" then
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final_rotation = vector.multiply(oldr, 0.9)
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elseif self.attack and self.state == "attack" then
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if self.head_yaw == "y" then
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if self.head_yaw == "y" then
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(mob_pitch, mob_yaw, 0))
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final_rotation = vector.new(mob_pitch, mob_yaw, 0)
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elseif self.head_yaw == "z" then
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elseif self.head_yaw == "z" then
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(mob_pitch, 0, -mob_yaw))
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final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
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end
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end
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else
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else
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if self.head_yaw == "y" then
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if self.head_yaw == "y" then
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0))
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
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elseif self.head_yaw == "z" then
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elseif self.head_yaw == "z" then
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3))
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
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end
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end
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end
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end
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end
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end
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elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
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elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.multiply(oldr, 0.9))
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final_rotation = vector.multiply(oldr, 0.9)
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else
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else
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(0,0,0))
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final_rotation = vector.new(0,0,0)
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end
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end
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
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end
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end
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-- run custom function (defined in mob lua file)
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-- run custom function (defined in mob lua file)
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if self.do_custom then
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if self.do_custom then
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