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Implement mob random walk directions

This commit is contained in:
jordan4ibanez 2021-04-16 11:50:13 -04:00
parent 94ca7e8b89
commit a934a59f3b
1 changed files with 62 additions and 43 deletions

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@ -10,46 +10,6 @@ local minetest_get_node = minetest.get_node
local state_list_wandering = {"stand", "walk"} local state_list_wandering = {"stand", "walk"}
-- state switching logic (stand, walk, run, attacks)
local state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
self.state = state_list_wandering[math.random(1,#state_list_wandering)]
end
end
-- states are executed here (goto would have been helpful :<)
local state_execution = function(self,dtime)
local yaw = self.object:get_yaw() or 0
if self.state == "standing" then
print("stand")
elseif self.state == "walking" then
print("walk")
elseif self.state == "run" then
print("run")
elseif self.state == "attack" then
print("attack")
end
--mobs.set_animation(self, state_list_wandering[math.random(1,#state_list_wandering)])
--mobs.set_velocity(self,1)
--self.yaw = (math_random() * (math.pi * 2))
end
--check if a mob needs to jump --check if a mob needs to jump
@ -74,6 +34,67 @@ end
-- state switching logic (stand, walk, run, attacks)
local state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
self.state = state_list_wandering[math.random(1,#state_list_wandering)]
end
end
-- states are executed here (goto would have been helpful :<)
local state_execution = function(self,dtime)
--local yaw = self.object:get_yaw() or 0
if self.state == "stand" then
print("stand")
elseif self.state == "walk" then
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
end
--do animation
mobs.set_animation(self, "walk")
--enable rotation locking
mobs.movement_rotation_lock(self)
--set the velocity of the mob
mobs.set_velocity(self,1)
--check for nodes to jump over
jump_check(self)
--print("walk")
elseif self.state == "run" then
print("run")
elseif self.state == "attack" then
print("attack")
end
end
mobs.mob_step = function(self, dtime) mobs.mob_step = function(self, dtime)
@ -93,11 +114,9 @@ mobs.mob_step = function(self, dtime)
state_switch(self, dtime) state_switch(self, dtime)
jump_check(self) state_execution(self,dtime)
mobs.movement_rotation_lock(self)
-- can mob be pushed, if so calculate direction -- do this last (overrides everything) -- can mob be pushed, if so calculate direction -- do this last (overrides everything)
if self.pushable then if self.pushable then
mobs.collision(self) mobs.collision(self)