Hostile mobs should lose aggro if they cannot see their target
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@ -10,6 +10,8 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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local enable_pathfinding = true
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local TIME_TO_FORGET_TARGET = 15
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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@ -398,7 +400,8 @@ function mob_class:monster_attack()
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end
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-- choose closest player to attack
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if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
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local line_of_sight = self:line_of_sight( sp, p, 2) == true
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if dist < min_dist and not attacked_p and line_of_sight then
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min_dist = dist
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min_player = player
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end
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@ -810,6 +813,22 @@ function mob_class:check_aggro(dtime)
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self._check_aggro_timer = self._check_aggro_timer + dtime
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end
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local function clear_aggro(self)
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self.state = "stand"
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self:set_velocity( 0)
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self:set_animation( "stand")
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self.attack = nil
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self._aggro = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.path.way = nil
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end
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function mob_class:do_states_attack (dtime)
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local yaw = self.object:get_yaw() or 0
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@ -823,35 +842,33 @@ function mob_class:do_states_attack (dtime)
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or self.attack:get_hp() <= 0
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or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
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self.state = "stand"
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self:set_velocity( 0)
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self:set_animation( "stand")
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self.attack = nil
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self._aggro = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.path.way = nil
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clear_aggro(self)
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return
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end
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local target_line_of_sight = self:line_of_sight(s, p, 2)
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if not target_line_of_sight then
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if self.target_time_lost then
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local time_since_seen = os.time() - self.target_time_lost
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if time_since_seen > TIME_TO_FORGET_TARGET then
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self.target_time_lost = nil
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clear_aggro(self)
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return
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end
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else
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self.target_time_lost = os.time()
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end
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else
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self.target_time_lost = nil
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end
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-- calculate distance from mob and enemy
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local dist = vector.distance(p, s)
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if self.attack_type == "explode" then
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local vec = {
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x = p.x - s.x,
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z = p.z - s.z
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}
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local vec = { x = p.x - s.x, z = p.z - s.z }
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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local node_break_radius = self.explosion_radius or 1
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@ -859,20 +876,15 @@ function mob_class:do_states_attack (dtime)
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or (node_break_radius * 2)
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-- start timer when in reach and line of sight
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if not self.v_start
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and dist <= self.reach
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and self:line_of_sight( s, p, 2) then
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if not self.v_start and dist <= self.reach and target_line_of_sight then
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self.v_start = true
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self.timer = 0
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self.blinktimer = 0
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self:mob_sound("fuse", nil, false)
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-- stop timer if out of reach or direct line of sight
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elseif self.allow_fuse_reset
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and self.v_start
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and (dist >= self.explosiontimer_reset_radius
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or not self:line_of_sight( s, p, 2)) then
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elseif self.allow_fuse_reset and self.v_start
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and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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@ -894,25 +906,20 @@ function mob_class:do_states_attack (dtime)
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end
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if self.v_start then
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self.timer = self.timer + dtime
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self.blinktimer = (self.blinktimer or 0) + dtime
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if self.blinktimer > 0.2 then
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self.blinktimer = 0
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if self.blinkstatus then
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self:remove_texture_mod("^[brighten")
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else
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self:add_texture_mod("^[brighten")
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end
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self.blinkstatus = not self.blinkstatus
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end
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if self.timer > self.explosion_timer then
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local pos = self.object:get_pos()
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if mobs_griefing and not minetest.is_protected(pos, "") then
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