From 84317afc938b72bd82d03a2f6f901c210290f646 Mon Sep 17 00:00:00 2001 From: ancientmarinerdev Date: Mon, 16 Jan 2023 23:02:12 +0000 Subject: [PATCH] Review feedback implemented and planned changes --- mods/ENTITIES/mcl_mobs/api.lua | 9 ++++++++- mods/ENTITIES/mcl_mobs/movement.lua | 1 + mods/ENTITIES/mcl_mobs/physics.lua | 31 +++++++++++++---------------- 3 files changed, 23 insertions(+), 18 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 05c6ed9c6..fc334a413 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -335,13 +335,19 @@ function mob_class:on_step(dtime) if self:check_despawn(pos, dtime) then return true end - self:slow_mob() + if self:check_death_and_slow_mob() then + minetest.log("action", "Mob is dying: ".. tostring(self.name)) + -- Do we abandon out of here now? + end + + -- Start: This code logically should be moved to after the die check if self:falling(pos) then return end self:check_suspend() self:check_water_flow() self:env_danger_movement_checks (dtime) + -- End: This code logically should be moved to after the die check if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) @@ -349,6 +355,7 @@ function mob_class:on_step(dtime) if not self.object:get_pos() then return end end + -- Move to after die check? if mobs_debug then self:update_tag() end if self.state == "die" then return end diff --git a/mods/ENTITIES/mcl_mobs/movement.lua b/mods/ENTITIES/mcl_mobs/movement.lua index df00a42a7..758e74467 100644 --- a/mods/ENTITIES/mcl_mobs/movement.lua +++ b/mods/ENTITIES/mcl_mobs/movement.lua @@ -279,6 +279,7 @@ function mob_class:env_danger_movement_checks(dtime) yaw = self:set_yaw( yaw, 8) end else + -- This code should probably be moved to movement code if self.move_in_group ~= false then self:check_herd(dtime) end diff --git a/mods/ENTITIES/mcl_mobs/physics.lua b/mods/ENTITIES/mcl_mobs/physics.lua index 8610feca8..8fb3dea04 100644 --- a/mods/ENTITIES/mcl_mobs/physics.lua +++ b/mods/ENTITIES/mcl_mobs/physics.lua @@ -182,17 +182,17 @@ function mob_class:collision() return({x,z}) end -function mob_class:slow_mob() +function mob_class:check_death_and_slow_mob() local d = 0.85 - if self:check_dying() then d = 0.92 end + local dying = self:check_dying() + if dying then d = 0.92 end - if self.object then - local v = self.object:get_velocity() - if v then - --diffuse object velocity - self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) - end + local v = self.object:get_velocity() + if v then + --diffuse object velocity + self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) end + return dying end -- move mob in facing direction @@ -520,8 +520,8 @@ function mob_class:check_for_death(cause, cmi_cause) }) self:set_velocity(0) - if self.object then - local acc = self.object:get_acceleration() + local acc = self.object:get_acceleration() + if acc then acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 self.object:set_acceleration(acc) end @@ -530,10 +530,7 @@ function mob_class:check_for_death(cause, cmi_cause) -- default death function and die animation (if defined) if self.instant_death then length = 0 - elseif self.animation - and self.animation.die_start - and self.animation.die_end then - + elseif self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 length = math.max(frames / speed, 0) + DEATH_DELAY @@ -549,7 +546,6 @@ function mob_class:check_for_death(cause, cmi_cause) if not self.object:get_luaentity() then return end - death_handle(self) local dpos = self.object:get_pos() local cbox = self.collisionbox @@ -558,6 +554,7 @@ function mob_class:check_for_death(cause, cmi_cause) self.object:remove() mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) end + if length <= 0 then kill(self) else @@ -984,8 +981,8 @@ end function mob_class:check_dying() if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then - if self.object then - local rot = self.object:get_rotation() + local rot = self.object:get_rotation() + if rot then rot.z = ((math.pi/2-rot.z)*.2)+rot.z self.object:set_rotation(rot) end