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Adjust mob collision detection - this breaks a lot of things and will be fixed later

This commit is contained in:
jordan4ibanez 2021-04-11 11:58:33 -04:00
parent 4a3078f04b
commit 725dc731dd
1 changed files with 138 additions and 4 deletions

View File

@ -210,7 +210,21 @@ local do_attack = function(self, player)
end
------------------------------------------------------------------------------------------------------------------------------------
-- collision function borrowed amended from jordan4ibanez open_ai mod
--[[
local collision = function(self)
local pos = self.object:get_pos()
@ -237,6 +251,120 @@ local collision = function(self)
return({x,z})
end
]]--
local collision = function(self)
pos = self.object:get_pos()
--do collision detection from the base of the mob
collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
collision_boundary = collisionbox[4]
radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
collision_count = 0
for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius*1.25)) do
if object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) and
--don't collide with rider, rider don't collide with thing
(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
if collision_count > 100 then
break
end
pos2 = object:get_pos()
object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
y_top_diff = (pos.y + collisionbox[5]) - pos2.y
distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
end
local velocity = vector.multiply(dir,1.1)
--local velocity = vector.normalize(dir)
vel1 = vector.multiply(velocity, -1)
vel2 = velocity
self.object:add_velocity(vel1)
if object:is_player() then
object:add_player_velocity(vel2)
--if self.on_fire then
-- start_fire(object)
--end
--if is_player_on_fire(object) then
-- start_fire(self.object)
--end
else
object:add_velocity(vel2)
--if self.on_fire then
-- start_fire(object)
--end
--if object:get_luaentity().on_fire then
-- start_fire(self.object)
--end
end
end
end
end
end
------------------------------------------------------------------------------------------------------------------------------------
-- move mob in facing direction
local set_velocity = function(self, v)
@ -244,9 +372,9 @@ local set_velocity = function(self, v)
local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction
if self.pushable then
c_x, c_y = unpack(collision(self))
end
--if self.pushable then
--c_x, c_y = unpack(collision(self))
--end
-- halt mob if it has been ordered to stay
if self.order == "stand" then
@ -256,11 +384,17 @@ local set_velocity = function(self, v)
local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:set_velocity({
self.object:add_velocity({
x = (sin(yaw) * -v) + c_x,
y = self.object:get_velocity().y,
z = (cos(yaw) * v) + c_y,
})
if self.pushable then
--c_x, c_y = unpack(collision(self))
collision(self)
end
end