Make mobs jump properly
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6cb6d714c9
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@ -1,5 +1,14 @@
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local math_random = math.random
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local vector_multiply = vector.multiply
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_node = minetest.get_node
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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local do_states = function(self, dtime)
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@ -17,6 +26,35 @@ local do_states = function(self, dtime)
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end
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--check if a mob needs to jump
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local jump_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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local test_dir = vector.add(pos,dir)
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if minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 then
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print("jump")
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mobs.jump(self)
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end
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end
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mobs.mob_step = function(self, dtime)
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--do not continue if non-existent
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@ -34,6 +72,8 @@ mobs.mob_step = function(self, dtime)
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do_states(self, dtime)
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jump_check(self)
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mobs.movement_rotation_lock(self)
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@ -201,4 +241,6 @@ mobs.mob_step = function(self, dtime)
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end
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end
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]]--
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self.old_velocity = self.object:get_velocity()
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end
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@ -52,3 +52,15 @@ mobs.get_velocity = function(self)
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return 0
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end
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--make mobs jump
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mobs.jump = function(self, velocity)
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if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
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return
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end
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velocity = velocity or 5
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self.object:add_velocity(vector_new(0,velocity,0))
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end
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