Make underwater mobs try to continuously swim around with quick_rotate_45
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@ -13,6 +13,15 @@ local DOUBLE_PI = math.pi * 2
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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--a simple helper function which is too small to move into movement.lua
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local quick_rotate_45 = function(self,dtime)
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self.yaw = self.yaw + THIRTY_SECONDTH_PI
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if self.yaw > DOUBLE_PI then
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self.yaw = self.yaw - DOUBLE_PI
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end
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end
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--[[
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--[[
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_ _
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_ _
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@ -43,14 +52,6 @@ local cliff_check = function(self,dtime)
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return free_fall
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return free_fall
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end
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end
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--a simple helper function which is too small to move into movement.lua
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local quick_rotate_45 = function(self,dtime)
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self.yaw = self.yaw + THIRTY_SECONDTH_PI
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if self.yaw > DOUBLE_PI then
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self.yaw = self.yaw - DOUBLE_PI
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end
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end
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--check if a mob needs to jump
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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 jump_check = function(self,dtime)
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@ -101,9 +102,6 @@ end
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-- states are executed here
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-- states are executed here
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local land_state_execution = function(self,dtime)
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local land_state_execution = function(self,dtime)
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--local yaw = self.object:get_yaw() or 0
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if self.state == "stand" then
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if self.state == "stand" then
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--do animation
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--do animation
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@ -136,6 +134,7 @@ local land_state_execution = function(self,dtime)
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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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--turn if on the edge of cliff
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--turn if on the edge of cliff
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@ -195,7 +194,27 @@ local swim_state_switch = function(self, dtime)
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end
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end
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--check if a mob needs to turn while swimming
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local swim_turn_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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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return(green_flag_1)
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end
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--this is going to need some more logic gates because birds can flop around
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--this is going to need some more logic gates because birds can flop around
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--REMOVE THIS - just dump mobs.flop into where this was
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local flop = function(self,dtime)
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local flop = function(self,dtime)
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mobs.flop(self)
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mobs.flop(self)
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end
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end
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@ -243,11 +262,6 @@ local swim_state_execution = function(self,dtime)
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--do animation
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--do animation
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--mobs.set_mob_animation(self, "stand")
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--mobs.set_mob_animation(self, "stand")
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--set the velocity of the mob
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--mobs.set_velocity(self,0)
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--print("standing")
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mobs.set_swim_velocity(self,0)
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mobs.set_swim_velocity(self,0)
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elseif self.state == "swim" then
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elseif self.state == "swim" then
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@ -266,6 +280,13 @@ local swim_state_execution = function(self,dtime)
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--create a truly random pitch, since there is no easy access to pitch math that I can find
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--create a truly random pitch, since there is no easy access to pitch math that I can find
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self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
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self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
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end
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end
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--do a quick turn to make mob continuously move
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--if in a fish tank or something
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if swim_turn_check(self,dtime) then
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quick_rotate_45(self,dtime)
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end
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mobs.set_swim_velocity(self,self.walk_velocity)
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mobs.set_swim_velocity(self,self.walk_velocity)
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@ -298,10 +319,6 @@ mobs.mob_step = function(self, dtime)
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return false
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return false
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end
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end
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--print(self.object:get_yaw())
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--swimming
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--swimming
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if self.swim then
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if self.swim then
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swim_state_switch(self, dtime)
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swim_state_switch(self, dtime)
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