forked from VoxeLibre/VoxeLibre
Disable entire mob ai to work on vanilla walking
This commit is contained in:
parent
f851f5c7ca
commit
3fc0184182
|
@ -42,6 +42,9 @@ local math_atan = math.atan
|
|||
local math_random = math.random
|
||||
local math_floor = math.floor
|
||||
|
||||
-- localize vector functions
|
||||
local vector_new = vector.new
|
||||
|
||||
mobs = {}
|
||||
-- mob constants
|
||||
local MAX_MOB_NAME_LENGTH = 30
|
||||
|
@ -3538,43 +3541,48 @@ local mob_step = function(self, dtime)
|
|||
return false
|
||||
end
|
||||
|
||||
if self.state == "die" then
|
||||
print("need custom die stop moving thing")
|
||||
return
|
||||
end
|
||||
|
||||
-- can mob be pushed, if so calculate direction -- do this first to prevent issues
|
||||
-- you can push mobs when they're in the dead state
|
||||
if self.pushable then
|
||||
collision(self)
|
||||
end
|
||||
|
||||
if not self.fire_resistant then
|
||||
mcl_burning.tick(self.object, dtime)
|
||||
end
|
||||
|
||||
if use_cmi then
|
||||
cmi.notify_step(self.object, dtime)
|
||||
end
|
||||
|
||||
|
||||
--if not self.fire_resistant then
|
||||
-- mcl_burning.tick(self.object, dtime)
|
||||
--end
|
||||
|
||||
--if use_cmi then
|
||||
--cmi.notify_step(self.object, dtime)
|
||||
--end
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
local yaw = 0
|
||||
|
||||
if mobs_debug then
|
||||
update_tag(self)
|
||||
end
|
||||
--if mobs_debug then
|
||||
--update_tag(self)
|
||||
--end
|
||||
|
||||
if self.state == "die" then
|
||||
return
|
||||
end
|
||||
|
||||
if self.jump_sound_cooloff > 0 then
|
||||
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
|
||||
end
|
||||
|
||||
if self.opinion_sound_cooloff > 0 then
|
||||
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
end
|
||||
--if self.jump_sound_cooloff > 0 then
|
||||
-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
|
||||
--end
|
||||
|
||||
if falling(self, pos) then
|
||||
--if self.opinion_sound_cooloff > 0 then
|
||||
-- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
--end
|
||||
|
||||
--if falling(self, pos) then
|
||||
-- Return if mob died after falling
|
||||
return
|
||||
end
|
||||
-- return
|
||||
--end
|
||||
|
||||
-- smooth rotation by ThomasMonroe314
|
||||
|
||||
|
@ -3621,24 +3629,24 @@ local mob_step = function(self, dtime)
|
|||
-- end rotation
|
||||
|
||||
-- run custom function (defined in mob lua file)
|
||||
if self.do_custom then
|
||||
--if self.do_custom then
|
||||
|
||||
-- when false skip going any further
|
||||
if self.do_custom(self, dtime) == false then
|
||||
return
|
||||
end
|
||||
end
|
||||
--if self.do_custom(self, dtime) == false then
|
||||
-- return
|
||||
--end
|
||||
--end
|
||||
|
||||
-- knockback timer
|
||||
if self.pause_timer > 0 then
|
||||
--if self.pause_timer > 0 then
|
||||
|
||||
self.pause_timer = self.pause_timer - dtime
|
||||
-- self.pause_timer = self.pause_timer - dtime
|
||||
|
||||
return
|
||||
end
|
||||
-- return
|
||||
--end
|
||||
|
||||
-- attack timer
|
||||
self.timer = self.timer + dtime
|
||||
--self.timer = self.timer + dtime
|
||||
|
||||
--[[
|
||||
if self.state ~= "attack" then
|
||||
|
@ -3653,99 +3661,102 @@ local mob_step = function(self, dtime)
|
|||
]]--
|
||||
|
||||
-- never go over 100
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
end
|
||||
--if self.timer > 100 then
|
||||
-- self.timer = 1
|
||||
--end
|
||||
|
||||
-- mob plays random sound at times
|
||||
if math_random(1, 70) == 1 then
|
||||
mob_sound(self, "random", true)
|
||||
end
|
||||
--if math_random(1, 70) == 1 then
|
||||
-- mob_sound(self, "random", true)
|
||||
--end
|
||||
|
||||
-- environmental damage timer (every 1 second)
|
||||
self.env_damage_timer = self.env_damage_timer + dtime
|
||||
|
||||
if (self.state == "attack" and self.env_damage_timer > 1)
|
||||
or self.state ~= "attack" then
|
||||
|
||||
self.env_damage_timer = 0
|
||||
|
||||
-- check for environmental damage (water, fire, lava etc.)
|
||||
if do_env_damage(self) then
|
||||
return
|
||||
end
|
||||
--self.env_damage_timer = self.env_damage_timer + dtime
|
||||
|
||||
--if (self.state == "attack" and self.env_damage_timer > 1)
|
||||
--or self.state ~= "attack" then
|
||||
--
|
||||
-- self.env_damage_timer = 0
|
||||
--
|
||||
-- -- check for environmental damage (water, fire, lava etc.)
|
||||
-- if do_env_damage(self) then
|
||||
-- return
|
||||
-- end
|
||||
--
|
||||
-- node replace check (cow eats grass etc.)
|
||||
replace(self, pos)
|
||||
end
|
||||
-- replace(self, pos)
|
||||
--end
|
||||
|
||||
monster_attack(self)
|
||||
--monster_attack(self)
|
||||
|
||||
npc_attack(self)
|
||||
--npc_attack(self)
|
||||
|
||||
breed(self)
|
||||
--breed(self)
|
||||
|
||||
if do_states(self, dtime) then
|
||||
return
|
||||
end
|
||||
--if do_states(self, dtime) then
|
||||
-- return
|
||||
--end
|
||||
|
||||
do_jump(self)
|
||||
--do_jump(self)
|
||||
|
||||
runaway_from(self)
|
||||
--runaway_from(self)
|
||||
|
||||
if is_at_water_danger(self) and self.state ~= "attack" then
|
||||
if math_random(1, 10) <= 6 then
|
||||
set_velocity(self, 0)
|
||||
self.state = "stand"
|
||||
set_animation(self, "stand")
|
||||
yaw = yaw + math_random(-0.5, 0.5)
|
||||
yaw = set_yaw(self, yaw, 8)
|
||||
end
|
||||
end
|
||||
|
||||
--if is_at_water_danger(self) and self.state ~= "attack" then
|
||||
-- if math_random(1, 10) <= 6 then
|
||||
-- set_velocity(self, 0)
|
||||
-- self.state = "stand"
|
||||
-- set_animation(self, "stand")
|
||||
-- yaw = yaw + math_random(-0.5, 0.5)
|
||||
-- yaw = set_yaw(self, yaw, 8)
|
||||
-- end
|
||||
--end
|
||||
|
||||
|
||||
-- Add water flowing for mobs from mcl_item_entity
|
||||
local p, node, nn, def
|
||||
p = self.object:get_pos()
|
||||
node = minetest_get_node_or_nil(p)
|
||||
if node then
|
||||
nn = node.name
|
||||
def = minetest_registered_nodes[nn]
|
||||
end
|
||||
--[[
|
||||
local p, node, nn, def
|
||||
p = self.object:get_pos()
|
||||
node = minetest_get_node_or_nil(p)
|
||||
if node then
|
||||
nn = node.name
|
||||
def = minetest_registered_nodes[nn]
|
||||
end
|
||||
|
||||
-- Move item around on flowing liquids
|
||||
if def and def.liquidtype == "flowing" then
|
||||
-- Move item around on flowing liquids
|
||||
if def and def.liquidtype == "flowing" then
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.39
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
||||
-- Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance.
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.39
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
elseif self._flowing == true then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
elseif self._flowing == true then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
return
|
||||
end
|
||||
|
||||
--Mob following code.
|
||||
follow_flop(self)
|
||||
|
||||
|
||||
if is_at_cliff_or_danger(self) then
|
||||
set_velocity(self, 0)
|
||||
self.state = "stand"
|
||||
|
@ -3774,6 +3785,7 @@ local mob_step = function(self, dtime)
|
|||
end
|
||||
end
|
||||
end
|
||||
]]--
|
||||
end
|
||||
|
||||
|
||||
|
@ -4006,6 +4018,7 @@ minetest.register_entity(name, {
|
|||
self.object:set_properties({
|
||||
collide_with_objects = false,
|
||||
})
|
||||
self.object:set_acceleration(vector_new(0,-9.81, 0))
|
||||
return mob_activate(self, staticdata, def, dtime)
|
||||
end,
|
||||
|
||||
|
|
Loading…
Reference in New Issue