Mob pushing improvements
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@ -361,7 +361,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
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return
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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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if self:is_at_cliff_or_danger() and not self._can_jump_cliff then
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if not self._can_jump_cliff and self:is_at_cliff_or_danger() then
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if logging then
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." at cliff danger, rotate")
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minetest.log("action", "[mcl_mobs] "..self.name.." at cliff danger, rotate")
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end
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end
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@ -858,7 +858,7 @@ function mob_class:do_states_walk()
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self:set_yaw(yaw, 8)
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self:set_yaw(yaw, 8)
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end
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end
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self:stand()
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self:stand()
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self:turn_by(PIHALF * (random() - 0.5), 6)
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self:turn_by(PI * (random() - 0.5), 6)
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return
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return
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elseif logging then
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elseif logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." ignores the danger "..tostring(danger))
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minetest.log("action", "[mcl_mobs] "..self.name.." ignores the danger "..tostring(danger))
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@ -910,7 +910,7 @@ function mob_class:do_states_walk()
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if logging then
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." facing a wall, turning.")
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minetest.log("action", "[mcl_mobs] "..self.name.." facing a wall, turning.")
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end
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end
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self:turn_by(PI * (random() - 0.5), 6)
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self:turn_by(TWOPI * (random() - 0.5), 6)
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-- otherwise randomly turn
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-- otherwise randomly turn
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elseif random() <= 0.3 then
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elseif random() <= 0.3 then
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self:turn_by(PIHALF * (random() - 0.5), 10)
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self:turn_by(PIHALF * (random() - 0.5), 10)
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@ -920,8 +920,6 @@ function mob_class:do_states_walk()
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end
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end
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function mob_class:do_states_stand(player_in_active_range)
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function mob_class:do_states_stand(player_in_active_range)
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local yaw = self.object:get_yaw() or 0
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if random() < 0.25 then
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if random() < 0.25 then
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local lp
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local lp
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if player_in_active_range and self.look_at_players then
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if player_in_active_range and self.look_at_players then
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@ -942,10 +940,10 @@ function mob_class:do_states_stand(player_in_active_range)
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end
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end
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end
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end
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if self.order == "sit" then
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if self.order == "sit" then
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self:set_animation( "sit")
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self:set_animation("sit")
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self:set_velocity(0)
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self:set_velocity(0)
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else
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else
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self:set_animation( "stand")
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self:set_animation("stand")
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self:set_velocity(0)
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self:set_velocity(0)
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end
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end
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@ -970,10 +968,7 @@ function mob_class:do_states_stand(player_in_active_range)
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end
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end
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function mob_class:do_states_runaway()
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function mob_class:do_states_runaway()
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local yaw = self.object:get_yaw() or 0
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self.runaway_timer = self.runaway_timer + 1
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self.runaway_timer = self.runaway_timer + 1
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-- stop after 5 seconds or when at cliff
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-- stop after 5 seconds or when at cliff
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if self.runaway_timer > 5
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if self.runaway_timer > 5
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or self:is_at_cliff_or_danger() then
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or self:is_at_cliff_or_danger() then
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@ -159,32 +159,29 @@ end
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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function mob_class:collision()
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function mob_class:collision()
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not pos then return {0,0} end
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if not pos then return 0,0 end
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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local x = 0
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local x, z = 0, 0
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local z = 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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local ent = object:get_luaentity()
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local ent = object:get_luaentity()
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if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
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if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
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if object:is_player() and mcl_burning.is_burning(self.object) then
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if object:is_player() and mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(object, 4)
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mcl_burning.set_on_fire(object, 4)
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end
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end
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local pos2 = object:get_pos()
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local vx, vz = pos.x - pos2.x, pos.z - pos2.z
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local force = (width + 0.5) - vector.distance(
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local force = width - (vx*vx+vz*vz)^0.5
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{x = pos.x, y = 0, z = pos.z},
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if force > 0 then
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{x = pos2.x, y = 0, z = pos2.z})
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force = force * force * (object:is_player() and 2 or 1) -- players push more
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-- minetest.log("mob push force "..force.." "..tostring(self.name).." by "..tostring(ent and ent.name or "player"))
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x = x + (vec.x * force)
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x = x + vx * force
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z = z + (vec.z * force)
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z = z + vz * force
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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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return x, z
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return({x,z})
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end
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end
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function mob_class:check_death_and_slow_mob()
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function mob_class:check_death_and_slow_mob()
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@ -195,44 +192,45 @@ function mob_class:check_death_and_slow_mob()
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local v = self.object:get_velocity()
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local v = self.object:get_velocity()
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if v then
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if v then
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--diffuse object velocity
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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self.object:set_velocity(vector.new(v.x*d, v.y, v.z*d))
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end
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end
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return dying
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return dying
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end
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end
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-- move mob in facing direction
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-- move mob in facing direction
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function mob_class:set_velocity(v)
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function mob_class:set_velocity(v)
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if not v then return end
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local c_x, c_z = 0, 0
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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if self.pushable then
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c_x, c_y = unpack(self:collision())
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c_x, c_z = self:collision()
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end
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end
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if v > 0 then
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-- halt mob if it has been ordered to stay
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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if self.order == "stand" or self.order == "sit" then
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local x = ((-math.sin(yaw) * v) + c_x) * .4
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self.acc = vector.zero()
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local z = (( math.cos(yaw) * v) + c_z) * .4
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return
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if not self.acc then
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end
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self.acc = vector.new(x, 0, z)
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else
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.acc.x = x
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local vv = self.object:get_velocity()
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self.acc.y = 0
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self.acc.z = z
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if vv and yaw then
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end
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self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
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else -- allow standing mobs to be pushed
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if not self.acc then
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self.acc = vector.new(c_x * .2, 0, c_z * .2)
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else
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self.acc.x = c_x * .2
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self.acc.y = 0
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self.acc.z = c_z * .2
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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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-- calculate mob velocity
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-- calculate mob velocity (2d)
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function mob_class:get_velocity()
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function mob_class:get_velocity()
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local v = self.object:get_velocity()
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local v = self.object:get_velocity()
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if v then
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if not v then return 0 end
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return (v.x * v.x + v.z * v.z) ^ 0.5
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return (v.x*v.x + v.z*v.z)^0.5
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end
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return 0
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end
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end
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function mob_class:update_roll()
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function mob_class:update_roll()
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@ -292,25 +290,26 @@ function mob_class:check_smooth_rotation(dtime)
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end
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end
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local delay = self.delay
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local delay = self.delay
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local yaw = self.object:get_yaw() or 0
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local initial_yaw = self.object:get_yaw() or 0
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local target_yaw = self.target_yaw
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local yaw -- resulting yaw for this tick
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if delay and delay > 1 then
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if delay and delay > 1 then
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local dif = (target_yaw - yaw + PI) % TWOPI - PI
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local dif = (self.target_yaw - initial_yaw + PI) % TWOPI - PI
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yaw = (yaw + dif / delay) % TWOPI
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yaw = (initial_yaw + dif / delay) % TWOPI
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self.delay = delay - 1
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self.delay = delay - 1
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else
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else
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yaw = target_yaw
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yaw = self.target_yaw
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end
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end
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if self.shaking then
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if self.shaking then
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yaw = yaw + (random() * 2 - 1) / 72 * dtime
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yaw = yaw + (random() * 2 - 1) / 72 * dtime
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end
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end
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if self.acc then
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local change = yaw - initial_yaw
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local si, co = math.sin(change), math.cos(change)
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self.acc.x, self.acc.y = co * self.acc.x - si * self.acc.y, si * self.acc.x + co * self.acc.y
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end
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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-- TODO: needed?
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self:update_roll()
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--if validate_vector(self.acc) then
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-- self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
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--end
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--self:update_roll()
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end
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end
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-- global function to set mob yaw
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-- global function to set mob yaw
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@ -606,7 +605,7 @@ function mob_class:do_env_damage()
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-- what is mob standing in?
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-- what is mob standing in?
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pos.y = pos.y + y_level + 0.25 -- foot level
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pos.y = pos.y + y_level + 0.25 -- foot level
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local pos2 = {x=pos.x, y=pos.y-1, z=pos.z}
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local pos2 = vector.new(pos.x, pos.y-1, pos.z)
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self.standing_in = node_ok(pos, "air").name
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self.standing_in = node_ok(pos, "air").name
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self.standing_on = node_ok(pos2, "air").name
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self.standing_on = node_ok(pos2, "air").name
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@ -615,7 +614,7 @@ function mob_class:do_env_damage()
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-- don't fall when on ignore, just stand still
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-- don't fall when on ignore, just stand still
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if self.standing_in == "ignore" then
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if self.standing_in == "ignore" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_velocity(vector.zero())
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-- wither rose effect
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-- wither rose effect
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elseif self.standing_in == "mcl_flowers:wither_rose" then
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elseif self.standing_in == "mcl_flowers:wither_rose" then
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mcl_potions.give_effect_by_level("withering", self.object, 2, 2)
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mcl_potions.give_effect_by_level("withering", self.object, 2, 2)
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@ -889,7 +888,7 @@ function mob_class:falling(pos, moveresult)
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new_acceleration = vector.new(0, self.fall_speed, 0)
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new_acceleration = vector.new(0, self.fall_speed, 0)
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else
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else
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-- stop accelerating once max fall speed hit
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-- stop accelerating once max fall speed hit
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new_acceleration =vector.zero()
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new_acceleration = vector.zero()
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end
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end
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self.object:set_acceleration(new_acceleration)
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self.object:set_acceleration(new_acceleration)
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@ -953,8 +952,8 @@ function mob_class:check_water_flow()
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local f = 1.39
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local f = 1.39
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-- Set new item moving speed into the direciton of the liquid
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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local newv = vector.multiply(vec, f)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_acceleration(vector.zero())
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self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
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self.object:set_velocity(vector.new(newv.x, -0.22, newv.z))
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self.physical_state = true
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self.physical_state = true
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self._flowing = true
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self._flowing = true
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