Implement basics of head movement and fix walking mobs flying away after floating

This commit is contained in:
jordan4ibanez 2021-04-25 01:45:35 -04:00
parent bac191293b
commit df364eed28
3 changed files with 37 additions and 4 deletions

View File

@ -165,6 +165,7 @@ dofile(api_path .. "death_logic.lua")
dofile(api_path .. "mob_effects.lua")
dofile(api_path .. "projectile_handling.lua")
dofile(api_path .. "breeding.lua")
dofile(api_path .. "head_logic.lua")
mobs.spawning_mobs = {}
@ -362,9 +363,14 @@ function mobs:register_mob(name, def)
ignores_cobwebs = def.ignores_cobwebs,
breath = def.breath_max or 6,
--random_sound_timer = 0,
random_sound_timer_min = 3,
random_sound_timer_max = 10,
--head code variables
has_head = def.has_head or false,
head_bone = def.head_bone,
--end j4i stuff
-- MCL2 extensions

View File

@ -371,6 +371,8 @@ local land_state_execution = function(self,dtime)
if float_now then
mobs.float(self)
elseif self.object:get_acceleration().y == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
end
end
@ -817,6 +819,17 @@ mobs.mob_step = function(self, dtime)
return false
end
--DEBUG TIME!
mobs.do_head_logic(self)
--if true then--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
-- return
--end
--despawn mechanism
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
@ -1101,10 +1114,16 @@ mobs.mob_step = function(self, dtime)
mobs.stick_in_cobweb(self)
self.was_stuck_in_cobweb = true
else
--return the mob back to normal
if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
--do not override other functions
if self.was_stuck_in_cobweb == true then
--return the mob back to normal
self.was_stuck_in_cobweb = nil
if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
end
end
end
end

View File

@ -0,0 +1,8 @@
mobs.do_head_logic = function(self)
local yaw = self.object:get_yaw()
end