From 9326a7697330d706741300c0c841a4c09d3b0f52 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Wed, 29 Jan 2020 23:11:20 +0100 Subject: [PATCH] Fix mobs walking into water too often --- mods/ENTITIES/mcl_mobs/api.lua | 49 +++++++++++++++++++++------------- 1 file changed, 30 insertions(+), 19 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index f45f461162..50dc2c9d4c 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -718,7 +718,9 @@ local do_env_damage = function(self) -- what is mob standing in? pos.y = pos.y + y_level + 0.25 -- foot level + local pos2 = {x=pos.x, y=pos.y-1, z=pos.z} self.standing_in = node_ok(pos, "air").name + self.standing_on = node_ok(pos2, "air").name -- don't fall when on ignore, just stand still if self.standing_in == "ignore" then @@ -1909,8 +1911,9 @@ local do_states = function(self, dtime) local lp = nil -- is there something I need to avoid? - if self.water_damage > 0 - and self.lava_damage > 0 then + if (self.water_damage > 0 + and self.lava_damage > 0) + or self.breath_max ~= -1 then lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) @@ -1921,18 +1924,27 @@ local do_states = function(self, dtime) elseif self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:lava"}) + + elseif self.fire_damage > 0 then + + lp = minetest.find_node_near(s, 1, {"group:fire"}) + end if lp then - - -- if mob in water or lava then look for land - if (self.lava_damage - and minetest.registered_nodes[self.standing_in].groups.lava) + local def = minetest.registered_nodes[self.standing_in] + local def2 = minetest.registered_nodes[self.standing_on] + -- If mob in or on dangerous block, look for land + if (self.breath_max ~= -1 + and (def.drowning > 0 or def2.drowning > 0)) + or (self.lava_damage + and (def.groups.lava or def2.groups.lava)) or (self.water_damage - and minetest.registered_nodes[self.standing_in].groups.water) then + and (def.groups.water or def2.groups.water)) + or (self.fire_damage + and (def.groups.fire or def2.groups.fire)) then - lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone", - "group:sand", node_ice, node_snowblock}) + lp = minetest.find_node_near(s, 5, {"group:solid"}) -- did we find land? if lp then @@ -1954,16 +1966,14 @@ local do_states = function(self, dtime) yaw = yaw + random(-0.5, 0.5) end + -- A danger is near but mob is not inside else - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end + -- Randomly turn + if random(1, 100) <= 30 then + yaw = yaw + random(-0.5, 0.5) + yaw = set_yaw(self, yaw, 8) + end end yaw = set_yaw(self, yaw, 8) @@ -1972,7 +1982,6 @@ local do_states = function(self, dtime) elseif random(1, 100) <= 30 then yaw = yaw + random(-0.5, 0.5) - yaw = set_yaw(self, yaw, 8) end @@ -1987,6 +1996,7 @@ local do_states = function(self, dtime) self.state = "stand" set_animation(self, "stand") else + set_velocity(self, self.walk_velocity) if flight_check(self) @@ -2866,7 +2876,8 @@ local mob_activate = function(self, staticdata, def, dtime) self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size - self.standing_in = "" + self.standing_in = "ignore" + self.standing_on = "ignore" self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types