forked from VoxeLibre/VoxeLibre
Adjust mob collision detection - this breaks a lot of things and will be fixed later
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@ -210,7 +210,21 @@ local do_attack = function(self, player)
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end
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------------------------------------------------------------------------------------------------------------------------------------
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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--[[
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local collision = function(self)
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local pos = self.object:get_pos()
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@ -237,6 +251,120 @@ local collision = function(self)
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return({x,z})
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end
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]]--
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local collision = function(self)
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pos = self.object:get_pos()
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--do collision detection from the base of the mob
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collisionbox = self.object:get_properties().collisionbox
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pos.y = pos.y + collisionbox[2]
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collision_boundary = collisionbox[4]
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radius = collision_boundary
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if collisionbox[5] > collision_boundary then
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radius = collisionbox[5]
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end
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collision_count = 0
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius*1.25)) do
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if object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) and
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--don't collide with rider, rider don't collide with thing
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(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
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(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
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--stop infinite loop
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collision_count = collision_count + 1
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if collision_count > 100 then
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break
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end
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pos2 = object:get_pos()
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object_collisionbox = object:get_properties().collisionbox
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pos2.y = pos2.y + object_collisionbox[2]
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object_collision_boundary = object_collisionbox[4]
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--this is checking the difference of the object collided with's possision
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--if positive top of other object is inside (y axis) of current object
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y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
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y_top_diff = (pos.y + collisionbox[5]) - pos2.y
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distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
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if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
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dir = vector.direction(pos,pos2)
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dir.y = 0
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--eliminate mob being stuck in corners
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if dir.x == 0 and dir.z == 0 then
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dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
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end
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local velocity = vector.multiply(dir,1.1)
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--local velocity = vector.normalize(dir)
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vel1 = vector.multiply(velocity, -1)
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vel2 = velocity
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self.object:add_velocity(vel1)
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if object:is_player() then
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object:add_player_velocity(vel2)
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--if self.on_fire then
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-- start_fire(object)
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--end
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--if is_player_on_fire(object) then
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-- start_fire(self.object)
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--end
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else
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object:add_velocity(vel2)
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--if self.on_fire then
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-- start_fire(object)
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--end
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--if object:get_luaentity().on_fire then
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-- start_fire(self.object)
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--end
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end
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end
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end
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end
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end
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------------------------------------------------------------------------------------------------------------------------------------
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-- move mob in facing direction
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local set_velocity = function(self, v)
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@ -244,9 +372,9 @@ local set_velocity = function(self, v)
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(collision(self))
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end
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--if self.pushable then
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--c_x, c_y = unpack(collision(self))
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--end
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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@ -256,11 +384,17 @@ local set_velocity = function(self, v)
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:set_velocity({
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self.object:add_velocity({
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x = (sin(yaw) * -v) + c_x,
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y = self.object:get_velocity().y,
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z = (cos(yaw) * v) + c_y,
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})
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if self.pushable then
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--c_x, c_y = unpack(collision(self))
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collision(self)
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end
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end
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