fix delay=0 in combat code, tune turning parameters

This commit is contained in:
kno10 2024-07-09 13:51:45 +02:00
parent 8da3587458
commit ee3b14d4db
3 changed files with 35 additions and 60 deletions

View File

@ -12,15 +12,7 @@ local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15 local TIME_TO_FORGET_TARGET = 15
local atann = math.atan local atan2 = math.atan2
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
-- check if daytime and also if mob is docile during daylight hours -- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
@ -925,10 +917,8 @@ function mob_class:do_states_attack (dtime)
if self.attack_type == "explode" then if self.attack_type == "explode" then
if target_line_of_sight then if target_line_of_sight then
local vec = { x = p.x - s.x, z = p.z - s.z } yaw = -atan2(p.x - s.x, p.z - s.z) - self.rotate
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate yaw = self:set_yaw(yaw, 1, dtime)
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
end end
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
@ -1081,16 +1071,8 @@ function mob_class:do_states_attack (dtime)
p = {x = p1.x, y = p1.y, z = p1.z} p = {x = p1.x, y = p1.y, z = p1.z}
end end
local vec = { yaw = -atan2(p.x - s.x, p.z - s.z) - self.rotate
x = p.x - s.x, yaw = self:set_yaw(yaw, 1, dtime)
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
@ -1171,18 +1153,14 @@ function mob_class:do_states_attack (dtime)
p.y = p.y - .5 p.y = p.y - .5
s.y = s.y + .5 s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = { local vec = {
x = p.x - s.x, x = p.x - s.x,
y = p.y - s.y, y = p.y - s.y,
z = p.z - s.z z = p.z - s.z
} }
local dist = (vec.x^2 + vec.y^2 + vec.z^2)^0.5
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate yaw = -atan2(vec.x, vec.z) - self.rotate
yaw = self:set_yaw(yaw, 1, dtime)
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.zero() local stay_away_from_player = vector.zero()
@ -1252,12 +1230,11 @@ function mob_class:do_states_attack (dtime)
end end
end end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate -- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount) vec.x = vec.x * (v / dist)
vec.y = vec.y * (v / amount) vec.y = vec.y * (v / dist)
vec.z = vec.z * (v / amount) vec.z = vec.z * (v / dist)
if self.shoot_arrow then if self.shoot_arrow then
vec = vector.normalize(vec) vec = vector.normalize(vec)
self:shoot_arrow(p, vec) self:shoot_arrow(p, vec)

View File

@ -354,7 +354,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
self:set_animation("stand") self:set_animation("stand")
end end
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
self:set_yaw(yaw + PIHALF * (random() - 0.5), 6) self:set_yaw(yaw + PIHALF * (random() - 0.5), 10)
return return
end end
end end
@ -367,7 +367,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
self:set_animation("stand") self:set_animation("stand")
end end
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6) yaw = self:set_yaw(yaw + PI * (random() - 0.5), 10)
end end
end end
end end
@ -473,7 +473,7 @@ function mob_class:do_jump()
self.jump_count = (self.jump_count or 0) + 1 self.jump_count = (self.jump_count or 0) + 1
if self.jump_count == 4 then if self.jump_count == 4 then
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 8) yaw = self:set_yaw(yaw + PI * (random() - 0.5), 8)
self.jump_count = 0 self.jump_count = 0
end end
end end
@ -924,7 +924,7 @@ function mob_class:do_states_walk()
if logging then if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." facing a wall, turning.") minetest.log("action", "[mcl_mobs] "..self.name.." facing a wall, turning.")
end end
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6) yaw = self:set_yaw(yaw + PI * (random() - 0.5), 6)
-- otherwise randomly turn -- otherwise randomly turn
elseif random() <= 0.3 then elseif random() <= 0.3 then
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 10) yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 10)
@ -973,8 +973,8 @@ function mob_class:do_states_stand(player_in_active_range)
and self.facing_fence ~= true and self.facing_fence ~= true
and random(1, 100) <= self.walk_chance then and random(1, 100) <= self.walk_chance then
if self:is_at_cliff_or_danger() then if self:is_at_cliff_or_danger() then
yaw = yaw + PIHALF * (random() - 0.5) yaw = yaw + PI * (random() - 0.5)
yaw = self:set_yaw(yaw, 8) yaw = self:set_yaw(yaw, 10)
else else
self:set_velocity(self.walk_velocity) self:set_velocity(self.walk_velocity)
self.state = "walk" self.state = "walk"
@ -997,7 +997,7 @@ function mob_class:do_states_runaway()
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
self:set_animation("stand") self:set_animation("stand")
yaw = self:set_yaw(yaw + PI * (random() - 0.5), 8) yaw = self:set_yaw(yaw + PI * (random() + 0.5), 8)
else else
self:set_velocity( self.run_velocity) self:set_velocity( self.run_velocity)
self:set_animation( "run") self:set_animation( "run")

View File

@ -283,27 +283,25 @@ function mob_class:check_smooth_rotation(dtime)
end end
local delay = self.delay local delay = self.delay
if delay and delay > 0 then local yaw = self.object:get_yaw() or 0
local yaw = self.object:get_yaw() or 0 local target_yaw = self.target_yaw
local target_yaw = self.target_yaw if delay and delay > 1 then
if delay == 1 then local dif = (target_yaw - yaw + PI) % TWOPI - PI
yaw = target_yaw yaw = (yaw + dif / delay) % TWOPI
else
local dif = (target_yaw - yaw + PI) % TWOPI - PI
yaw = (yaw + dif / delay) % TWOPI
end
self.delay = delay - 1 self.delay = delay - 1
if self.shaking then else
yaw = yaw + (random() * 2 - 1) / 72 * dtime yaw = target_yaw
end
self.object:set_yaw(yaw)
-- TODO: needed?
--if validate_vector(self.acc) then
-- self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
--end
--self:update_roll()
end end
if self.shaking then
yaw = yaw + (random() * 2 - 1) / 72 * dtime
end
self.object:set_yaw(yaw)
-- TODO: needed?
--if validate_vector(self.acc) then
-- self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
--end
--self:update_roll()
end end
-- global function to set mob yaw -- global function to set mob yaw