Merge pull request 'Some mob-fix fixes' (#2798) from mobs_falling into master

Reviewed-on: MineClone2/MineClone2#2798
This commit is contained in:
cora 2022-10-17 09:56:29 +00:00
commit b4374fe961
1 changed files with 17 additions and 10 deletions

View File

@ -2058,7 +2058,7 @@ local monster_attack = function(self)
player = obj.object player = obj.object
name = obj.name or "" name = obj.name or ""
end end
if obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then
table.insert(blacklist_attack, obj.attack) table.insert(blacklist_attack, obj.attack)
end end
end end
@ -3278,11 +3278,10 @@ local falling = function(self, pos)
-- fall damage onto solid ground -- fall damage onto solid ground
if self.fall_damage == 1 if self.fall_damage == 1
and self.object:get_velocity().y == 0 then and self.object:get_velocity().y == 0 then
local n = node_ok(vector.offset(pos,0,-1,0)).name
local d = (self.old_y or 0) - self.object:get_pos().y local d = (self.old_y or 0) - self.object:get_pos().y
if d > 5 then if d > 5 and n ~= "air" and n ~= "ignore" then
local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent") local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent")
local damage = d - 5 local damage = d - 5
if add ~= 0 then if add ~= 0 then
@ -3866,17 +3865,25 @@ local mob_step = function(self, dtime)
self.object:set_rotation(rot) self.object:set_rotation(rot)
end end
if not player_in_active_range(self) then
set_animation(self, "stand", true)
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
local acc = self.object:get_acceleration()
if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.new(0,0,0))
self.object:set_velocity(vector.new(0,0,0))
end
if acc.y == 0 and node_under == "air" then
falling(self, pos)
end
return
end
if v then if v then
--diffuse object velocity --diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end end
if not player_in_active_range(self) then
set_animation(self, "stand", true)
self.object:set_velocity(vector.new(0,0,0))
return
end
check_item_pickup(self) check_item_pickup(self)
check_aggro(self,dtime) check_aggro(self,dtime)
particlespawner_check(self,dtime) particlespawner_check(self,dtime)