re-arrange mob logic for random wandering
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ed456ecb47
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@ -126,25 +126,29 @@ local state_execution = function(self,dtime)
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--enable rotation locking
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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mobs.movement_rotation_lock(self)
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--set the velocity of the mob
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mobs.set_velocity(self,1)
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--check for nodes to jump over
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--check for nodes to jump over
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local node_in_front_of = jump_check(self)
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local node_in_front_of = jump_check(self)
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if node_in_front_of == 1 then
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if node_in_front_of == 1 then
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mobs.jump(self)
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mobs.jump(self)
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end
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--turn if on the edge of cliff
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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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--(this is written like this because unlike
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--jump_check which simply tells the mob to jump
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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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--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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--ease of a full implementation for it in a single
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--function)
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--function)
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if node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
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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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--turn 45 degrees if so
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quick_rotate_45(self,dtime)
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quick_rotate_45(self,dtime)
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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,1)
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end
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end
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--print("walk")
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--print("walk")
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