Make mobs have smooth turning
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@ -16,6 +16,29 @@ local CRAMMING_DAMAGE = 3
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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local function shortest_term_of_yaw_rotatoin(self, rot_origin, rot_target, nums)
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if not rot_origin or not rot_target then
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return
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end
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rot_origin = math.deg(rot_origin)
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rot_target = math.deg(rot_target)
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if math.abs(rot_target - rot_origin) < 180 then
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return rot_target - rot_origin
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else
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if (rot_target - rot_origin) > 0 then
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return 360-(rot_target - rot_origin)
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else
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return (rot_target - rot_origin)+360
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end
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end
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end
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-- Invisibility mod check
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mcl_mobs.invis = {}
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@ -309,16 +332,47 @@ local function update_roll(self)
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end
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-- set and return valid yaw
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local set_yaw = function(self, yaw, delay, dtime)
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if self.noyaw then return end
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if true then
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self.object:set_yaw(yaw)
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return yaw
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end
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self._turn_to = yaw
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--clamp our yaw to a 360 range
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if math.deg(self.object:get_yaw()) > 360 then
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self.object:set_yaw(math.rad(10))
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elseif math.deg(self.object:get_yaw()) < 0 then
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self.object:set_yaw(math.rad(350))
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end
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if not yaw or yaw ~= yaw then
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yaw = 0
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--calculate the shortest way to turn to find our target
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local target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), yaw, true)
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--turn in the shortest path possible toward our target. if we are attacking, don't dance.
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if math.abs(target_shortest_path) > 100 and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
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if self.following then
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
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else
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
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end
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end
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local ddtime = 0.05 --set_tick_rate
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if dtime then
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ddtime = dtime
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end
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if math.abs(target_shortest_path) > 120*ddtime then
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if target_shortest_path > 0 then
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self.object:set_yaw(self.object:get_yaw()+3*ddtime)
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else
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self.object:set_yaw(self.object:get_yaw()-3*ddtime)
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end
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end
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return yaw
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end
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delay = delay or 0
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@ -3669,6 +3723,9 @@ local mob_step = function(self, dtime)
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end
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-- smooth rotation by ThomasMonroe314
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if self._turn_to and (not self.type == "monster" and self.state == "attack") then
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set_yaw(self, self._turn_to, .1)
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end
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if self.delay and self.delay > 0 then
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