Mobs set players on fire if they are/dogshoot strafing and enemy avoidance

This commit is contained in:
epCode 2022-10-27 20:18:49 +00:00 committed by cora
parent e34e2ba03f
commit d1d9f76c5d
1 changed files with 54 additions and 78 deletions

View File

@ -13,8 +13,6 @@ local FLOP_HOR_SPEED = 1.5
local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3
local PATHFINDING = "gowp"
-- Localize
local S = minetest.get_translator("mcl_mobs")
@ -320,6 +318,10 @@ local collision = function(self)
local ent = object:get_luaentity()
if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
if object:is_player() and mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(object, 4)
end
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
local force = (width + 0.5) - vector.distance(
@ -1345,6 +1347,7 @@ local do_env_damage = function(self)
self.health = self.health - self.lava_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 10)
if check_for_death(self, "lava", {type = "environment",
pos = pos, node = self.standing_in}) then
@ -1361,6 +1364,7 @@ local do_env_damage = function(self)
self.health = self.health - self.fire_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 5)
if check_for_death(self, "fire", {type = "environment",
pos = pos, node = self.standing_in}) then
@ -2548,11 +2552,10 @@ local function check_doors(self)
if n.name:find("_b_") then
local def = minetest.registered_nodes[n.name]
local closed = n.name:find("_b_1")
if self.state == PATHFINDING then
if closed and def.on_rightclick then def.on_rightclick(d,n,self) end
--if not closed and def.on_rightclick then def.on_rightclick(d,n,self) end
if t < 0.3 or t > 0.8 then
if not closed and def.on_rightclick then def.on_rightclick(d,n,self) end
else
if closed and def.on_rightclick then def.on_rightclick(d,n,self) end
end
end
@ -2563,7 +2566,7 @@ local gowp_etime = 0
local function check_gowp(self,dtime)
gowp_etime = gowp_etime + dtime
if gowp_etime < 0.1 then return end
if gowp_etime < 0.2 then return end
gowp_etime = 0
local p = self.object:get_pos()
@ -2574,7 +2577,7 @@ local function check_gowp(self,dtime)
return
end
-- arrived at location, finish gowp
-- arrived at location
local distance_to_targ = vector.distance(p,self._target)
mcl_log("Distance to targ: ".. tostring(distance_to_targ))
if distance_to_targ < 2 then
@ -2590,79 +2593,34 @@ local function check_gowp(self,dtime)
return true
end
-- More pathing to be done
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or vector.distance(p,self.current_target) < 2 ) then
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
if self.waypoints and ( not self.current_target or vector.distance(p,self.current_target) < 2 ) then
if not self.current_target then
for i, j in pairs (self.waypoints) do
mcl_log("Way: ".. tostring(i))
mcl_log("Val: ".. tostring(j))
end
--mcl_log("nextwp:".. tostring(self.waypoints) )
end
self.current_target = table.remove(self.waypoints, 1)
mcl_log("current target:".. minetest.pos_to_string(self.current_target) )
mcl_log("current target:".. tostring(self.current_target) )
--mcl_log("type:".. type(self.current_target) )
go_to_pos(self,self.current_target)
return
elseif self.current_target then
-- No waypoints left, but have current target. Potentially last waypoint to go to.
mcl_log("self.current_target: ".. minetest.pos_to_string(self.current_target))
mcl_log("pos: ".. minetest.pos_to_string(p))
go_to_pos(self,self.current_target)
-- Do i just delete current_target, and return so we can find final path.
else
-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
local final_wp = minetest.find_path(p,self._target,150,1,4)
if final_wp then
mcl_log("We might be able to get to target here.")
self.waypoints = final_wp
--go_to_pos(self,self._target)
else
mcl_log("Cannot plot final route to target")
end
end
--if self.current_target and not minetest.line_of_sight(self.object:get_pos(),self.current_target) then
if self.current_target and (self.waypoints and #self.waypoints == 0) then
local updated_p = self.object:get_pos()
local distance_to_cur_targ = vector.distance(updated_p,self.current_target)
mcl_log("Distance to current target: ".. tostring(distance_to_cur_targ))
mcl_log("Current p: ".. minetest.pos_to_string(updated_p))
--if not minetest.line_of_sight(self.object:get_pos(),self._target) then
-- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door
if distance_to_cur_targ > 1.9 then
mcl_log("no LOS to target: ".. minetest.pos_to_string(self.current_target))
go_to_pos(self,self._current_target)
else
mcl_log("Let's go to target: ".. minetest.pos_to_string(self.current_target))
self.current_target = nil
--go_to_pos(self,self._target)
self.waypoints=minetest.find_path(updated_p,self._target,150,1,4)
--if not self.waypoints then
--mcl_log("Give up ")
--self.state = "walk"
--end --give up
end
--self.waypoints=minetest.find_path(p,self._target,150,1,4)
--if not self.waypoints then
--mcl_log("Give up ")
--self.state = "walk"
--end --give up
--self.current_target = nil
if self.current_target and not minetest.line_of_sight(self.object:get_pos(),self.current_target) then
self.waypoints=minetest.find_path(p,self._target,150,1,4)
if not self.waypoints then self.state = "walk" end --give up
self.current_target = nil
return
end
--if not self.current_target then
--mcl_log("no path. Give up")
--self.state = "walk"
--end
if not self.current_target then
--mcl_log("no path")
self.state = "walk"
end
end
-- execute current state (stand, walk, run, attacks)
@ -2711,7 +2669,7 @@ local do_states = function(self, dtime)
end
-- npc's ordered to stand stay standing
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
if self.type == "npc" or (self.order == "stand" or self.order == "sleep" or self.order == "work") then
else
if self.walk_chance ~= 0
@ -2725,7 +2683,7 @@ local do_states = function(self, dtime)
end
end
elseif self.state == PATHFINDING then
elseif self.state == "gowp" then
check_gowp(self,dtime)
elseif self.state == "walk" then
@ -2978,7 +2936,7 @@ local do_states = function(self, dtime)
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) and (dist >= 9 or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
if self.fly
@ -3155,7 +3113,7 @@ local do_states = function(self, dtime)
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < 9 and self.shooter_avoid_enemy) and dogswitch(self) == 0) then
p.y = p.y - .5
s.y = s.y + .5
@ -3173,7 +3131,27 @@ local do_states = function(self, dtime)
yaw = set_yaw(self, yaw, 0, dtime)
set_velocity(self, 0)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < 9 and self.shooter_avoid_enemy then
set_animation(self, "walk")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
set_velocity(self, 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
@ -3242,7 +3220,7 @@ local plane_adjacents = {
local gopath_last = os.time()
function mcl_mobs:gopath(self,target,callback_arrived)
if self.state == PATHFINDING then mcl_log("Already set as gowp, don't set another path until done.") return end
if self.state == "gowp" then mcl_log("Already set as gowp, don't set another path until done.") return end
if os.time() - gopath_last < 15 then
mcl_log("Not ready to path yet")
@ -3265,15 +3243,11 @@ function mcl_mobs:gopath(self,target,callback_arrived)
--mcl_log("Found a door near")
for _,v in pairs(plane_adjacents) do
local pos = vector.add(d,v)
local n = minetest.get_node(pos)
if n.name == "air" then
wp = minetest.find_path(p,pos,150,1,4)
if wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos))
local other_side_of_door = vector.add(d,-v)
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
table.insert(wp, other_side_of_door)
--mcl_log("Found a path to next to door".. minetest.pos_to_string(pos))
break
else
@ -3293,7 +3267,7 @@ function mcl_mobs:gopath(self,target,callback_arrived)
self.callback_arrived = callback_arrived
table.remove(wp,1)
self.waypoints = wp
self.state = PATHFINDING
self.state = "gowp"
return true
else
self.state = "walk"
@ -4344,7 +4318,7 @@ local mob_step = function(self, dtime)
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.state ~= "attack" and self.state ~= "gowp" then
if self.timer < 1 then
return
end
@ -4664,6 +4638,8 @@ minetest.register_entity(name, {
-- MCL2 extensions
shooter_avoid_enemy = def.shooter_avoid_enemy,
strafes = def.strafes,
teleport = teleport,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,