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prevent mob collision detection shootout

This commit is contained in:
jordan4ibanez 2021-04-13 19:44:24 -04:00
parent ed60266713
commit 1210bc463a
1 changed files with 32 additions and 10 deletions

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@ -140,10 +140,18 @@ if minetest_settings:get_bool("only_peaceful_mobs", false) then
end) end)
end end
local integer_test = {-1,1}
--slightly adjust mob position to prevent equal length
--corner/wall sticking
pos.x = pos.x + ((math_random()/2)*integer_test[math.random(1,2)])
pos.z = pos.z + ((math_random()/2)*integer_test[math.random(1,2)])
local collision = function(self) local collision = function(self)
pos = self.object:get_pos() pos = self.object:get_pos()
--do collision detection from the base of the mob
--do collision detection from the base of the mob
collisionbox = self.object:get_properties().collisionbox collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2] pos.y = pos.y + collisionbox[2]
@ -189,6 +197,7 @@ local collision = function(self)
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
dir = vector.direction(pos,pos2) dir = vector.direction(pos,pos2)
dir.y = 0 dir.y = 0
--eliminate mob being stuck in corners --eliminate mob being stuck in corners
@ -196,19 +205,32 @@ local collision = function(self)
dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random()) dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random())
end end
local velocity = vector.multiply(dir,1.1) ---- JUST MAKE THIS DIR FROM NOW ON --- FIX MEEEEE
local velocity = dir--vector.multiply(dir,1.1)
--local velocity = vector.normalize(dir) --local velocity = vector.normalize(dir)
vel1 = vector.multiply(velocity, -1) vel1 = vector.multiply(velocity, -1)
vel2 = velocity vel2 = velocity
local current_mob_velocity = self.object:get_velocity()
if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then
self.object:add_velocity(vel1) self.object:add_velocity(vel1)
end
--reenable fire spreading eventually --reenable fire spreading eventually
if object:is_player() then if object:is_player() then
local current_vel = object:get_velocity()
if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_player_velocity(vel2) object:add_player_velocity(vel2)
end
--if self.on_fire then --if self.on_fire then
-- start_fire(object) -- start_fire(object)
@ -219,7 +241,10 @@ local collision = function(self)
--end --end
else else
local current_vel = object:get_velocity()
if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_velocity(vel2) object:add_velocity(vel2)
end
--if self.on_fire then --if self.on_fire then
-- start_fire(object) -- start_fire(object)
--end --end
@ -381,7 +406,6 @@ end
-- execute current state (stand, walk, run, attacks) -- execute current state (stand, walk, run, attacks)
-- returns true if mob has died -- returns true if mob has died
local do_states = function(self, dtime) local do_states = function(self, dtime)
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
@ -619,6 +643,8 @@ local mob_step = function(self, dtime)
collision(self) collision(self)
end end
do_states(self, dtime)
@ -763,10 +789,6 @@ local mob_step = function(self, dtime)
--breed(self) --breed(self)
--if do_states(self, dtime) then
-- return
--end
--do_jump(self) --do_jump(self)
--runaway_from(self) --runaway_from(self)