diff --git a/mods/ENTITIES/mcl_mobs/api/api.lua b/mods/ENTITIES/mcl_mobs/api/api.lua index 9de87408a6..330fdcd849 100644 --- a/mods/ENTITIES/mcl_mobs/api/api.lua +++ b/mods/ENTITIES/mcl_mobs/api/api.lua @@ -218,7 +218,7 @@ function mobs:register_mob(name, def) xp_max = def.xp_max or 0, xp_timestamp = 0, breath_max = def.breath_max or 15, - breathes_in_water = def.breathes_in_water or false, + breathes_in_water = def.breathes_in_water or false, physical = true, collisionbox = collisionbox, collide_with_objects = def.collide_with_objects or false, diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua index 73f5beff3c..b1c6d293d9 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua @@ -8,13 +8,19 @@ local minetest_get_item_group = minetest.get_item_group local minetest_get_node = minetest.get_node local minetest_line_of_sight = minetest.line_of_sight - -local state_list_wandering = {"stand", "walk"} - local DOUBLE_PI = math.pi * 2 local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125 +--[[ + _ _ +| | | | +| | __ _ _ __ __| | +| | / _` | '_ \ / _` | +| |___| (_| | | | | (_| | +\_____/\__,_|_| |_|\__,_| +]] + --this is basically reverse jump_check local cliff_check = function(self,dtime) --mobs will flip out if they are falling without this @@ -56,7 +62,6 @@ local jump_check = function(self,dtime) vector_multiply(dir, radius) - --only jump if there's a node and a non-solid node above it local test_dir = vector.add(pos,dir) @@ -81,19 +86,23 @@ end -- state switching logic (stand, walk, run, attacks) -local state_switch = function(self, dtime) +local land_state_list_wandering = {"stand", "walk"} + +local land_state_switch = function(self, dtime) self.state_timer = self.state_timer - dtime if self.wandering and self.state_timer <= 0 then self.state_timer = math.random(4,10) + math.random() - self.state = state_list_wandering[math.random(1,#state_list_wandering)] + self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)] end + end --- states are executed here (goto would have been helpful :<) -local state_execution = function(self,dtime) +-- states are executed here +local land_state_execution = function(self,dtime) --local yaw = self.object:get_yaw() or 0 + if self.state == "stand" then --do animation @@ -102,8 +111,6 @@ local state_execution = function(self,dtime) --set the velocity of the mob mobs.set_velocity(self,0) - --print("stand") - elseif self.state == "walk" then self.walk_timer = self.walk_timer - dtime @@ -149,8 +156,6 @@ local state_execution = function(self,dtime) mobs.set_velocity(self,self.walk_velocity) end - --print("walk") - elseif self.state == "run" then print("run") @@ -166,6 +171,53 @@ end +--[[ +______ _ _ _______ _ _ +| ___| | (_) / / ___| (_) (_) +| |_ | |_ _ _ _ __ __ _ / /\ `--.__ ___ _ __ ___ _ __ ___ _ _ __ __ _ +| _| | | | | | | '_ \ / _` | / / `--. \ \ /\ / / | '_ ` _ \| '_ ` _ \| | '_ \ / _` | +| | | | |_| | | | | | (_| |/ / /\__/ /\ V V /| | | | | | | | | | | | | | | | (_| | +\_| |_|\__, |_|_| |_|\__, /_/ \____/ \_/\_/ |_|_| |_| |_|_| |_| |_|_|_| |_|\__, | + __/ | __/ | __/ | + |___/ |___/ |___/ +]]-- + + + +-- state switching logic (stand, walk, run, attacks) +local fly_state_list_wandering = {"stand", "walk"} + +local fly_state_switch = function(self, dtime) + self.state_timer = self.state_timer - dtime + if self.wandering and self.state_timer <= 0 then + self.state_timer = math.random(4,10) + math.random() + self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)] + end + +end + + + +local fly_state_execution = function(self,dtime) + + +end + +local fly_state_switch = function(self, dtime) + + +end + +--[[ +___ ___ _ _ _ +| \/ | (_) | | (_) +| . . | __ _ _ _ __ | | ___ __ _ _ ___ +| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __| +| | | | (_| | | | | | | |___| (_) | (_| | | (__ +\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___| + __/ | + |___/ +]] --the main loop mobs.mob_step = function(self, dtime) @@ -177,9 +229,17 @@ mobs.mob_step = function(self, dtime) --print(self.object:get_yaw()) - state_switch(self, dtime) - state_execution(self,dtime) + + --swimming/flying + if self.fly then + fly_state_switch(self, dtime) + fly_state_execution(self, dtime) + --regular mobs that walk around + else + land_state_switch(self, dtime) + land_state_execution(self,dtime) + end -- can mob be pushed, if so calculate direction -- do this last (overrides everything)