When mob out of range, avoid processing expensive or unneccessary things
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@ -392,7 +392,10 @@ local function on_step_work (self, dtime)
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end
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if self:falling(pos) then return end
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self:check_suspend()
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local player_in_active_range = self:player_in_active_range()
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self:check_suspend(player_in_active_range)
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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@ -411,53 +414,56 @@ local function on_step_work (self, dtime)
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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self:follow_flop() -- Mob following code.
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self:set_animation_speed() -- set animation speed relative to velocity
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-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
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self:follow()
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self:flop()
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self:check_smooth_rotation(dtime)
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self:check_head_swivel(dtime)
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if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
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self:do_jump()
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if not player_in_active_range then
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self:set_animation_speed() -- set animation speed relative to velocity
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self:check_head_swivel(dtime)
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if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
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self:do_jump()
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self:check_runaway_from()
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self:monster_attack()
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self:npc_attack()
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end
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self:check_runaway_from()
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self:monster_attack()
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self:npc_attack()
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self:check_aggro(dtime)
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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-- In certain circumstances, we abandon processing of certain functionality
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local skip_processing = false
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if update_timers(self, dtime) then
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skip_processing = true
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end
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if not skip_processing then
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self:check_breeding()
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self:check_item_pickup()
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self:set_armor_texture()
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if not player_in_active_range then
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self:check_item_pickup()
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self:set_armor_texture()
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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end
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self:check_particlespawners(dtime)
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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if self:do_states(dtime) then return end
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end
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if mobs_debug then self:update_tag() end
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if not self.object:get_luaentity() then
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@ -614,75 +614,51 @@ end
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-- follow player if owner or holding item, if fish outta water then flop
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function mob_class:follow_flop()
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function mob_class:follow()
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-- find player to follow
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if (self.follow ~= ""
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or self.order == "follow")
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and not self.following
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if (self.follow ~= "" or self.order == "follow") and not self.following
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.state ~= "runaway" then
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local s = self.object:get_pos()
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local players = minetest.get_connected_players()
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for n = 1, #players do
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if (self:object_in_range(players[n]))
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and not mcl_mobs.invis[ players[n]:get_player_name() ] then
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if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then
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self.following = players[n]
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break
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end
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end
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end
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if self.type == "npc"
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and self.order == "follow"
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.owner ~= "" then
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if self.type == "npc" and self.order == "follow"
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and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then
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-- npc stop following player if not owner
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if self.following
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and self.owner
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and self.owner ~= self.following:get_player_name() then
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if self.following and self.owner and self.owner ~= self.following:get_player_name() then
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self.following = nil
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end
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else
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-- stop following player if not holding specific item,
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-- mob is horny, fleeing or attacking
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if self.following
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and self.following:is_player()
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and (self:follow_holding(self.following) == false or
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self.horny or self.state == "runaway") then
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if self.following and self.following:is_player()
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and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then
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self.following = nil
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end
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end
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-- follow that thing
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if self.following then
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local s = self.object:get_pos()
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local p
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if self.following:is_player() then
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p = self.following:get_pos()
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elseif self.following.object then
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p = self.following.object:get_pos()
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end
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if p then
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local dist = vector.distance(p, s)
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-- dont follow if out of range
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if (not self:object_in_range(self.following)) then
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self.following = nil
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else
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@ -692,17 +668,12 @@ function mob_class:follow_flop()
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}
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local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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self:set_yaw( yaw, 2.35)
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-- anyone but standing npc's can move along
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if dist > 3
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and self.order ~= "stand" then
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if dist > 3 and self.order ~= "stand" then
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self:set_velocity(self.follow_velocity)
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if self.walk_chance ~= 0 then
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self:set_animation( "run")
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end
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@ -710,17 +681,18 @@ function mob_class:follow_flop()
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self:set_velocity(0)
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self:set_animation( "stand")
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end
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return
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end
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end
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end
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end
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function mob_class:flop()
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-- swimmers flop when out of their element, and swim again when back in
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if self.fly then
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local s = self.object:get_pos()
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if self:flight_check( s) == false then
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if self:flight_check(s) == false then
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self.state = "flop"
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self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
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@ -739,7 +711,6 @@ function mob_class:follow_flop()
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end
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self:set_animation( "stand", true)
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return
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elseif self.state == "flop" then
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self.state = "stand"
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@ -995,10 +995,10 @@ function mob_class:check_dying()
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end
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end
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function mob_class:check_suspend()
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function mob_class:check_suspend(player_in_active_range)
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local pos = self.object:get_pos()
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if pos and not self:player_in_active_range() then
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if pos and not player_in_active_range then
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local node_under = node_ok(vector.offset(pos,0,-1,0)).name
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self:set_animation( "stand", true)
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