forked from VoxeLibre/VoxeLibre
prevent mob collision detection shootout
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ed60266713
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1210bc463a
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@ -140,10 +140,18 @@ if minetest_settings:get_bool("only_peaceful_mobs", false) then
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end)
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end)
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end
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end
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local integer_test = {-1,1}
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--slightly adjust mob position to prevent equal length
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--corner/wall sticking
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pos.x = pos.x + ((math_random()/2)*integer_test[math.random(1,2)])
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pos.z = pos.z + ((math_random()/2)*integer_test[math.random(1,2)])
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local collision = function(self)
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local collision = function(self)
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pos = self.object:get_pos()
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pos = self.object:get_pos()
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--do collision detection from the base of the mob
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--do collision detection from the base of the mob
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collisionbox = self.object:get_properties().collisionbox
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collisionbox = self.object:get_properties().collisionbox
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pos.y = pos.y + collisionbox[2]
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pos.y = pos.y + collisionbox[2]
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@ -189,6 +197,7 @@ local collision = function(self)
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if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
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if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
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dir = vector.direction(pos,pos2)
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dir = vector.direction(pos,pos2)
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dir.y = 0
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dir.y = 0
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--eliminate mob being stuck in corners
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--eliminate mob being stuck in corners
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@ -196,19 +205,32 @@ local collision = function(self)
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dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random())
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dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random())
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end
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end
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local velocity = vector.multiply(dir,1.1)
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---- JUST MAKE THIS DIR FROM NOW ON --- FIX MEEEEE
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local velocity = dir--vector.multiply(dir,1.1)
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--local velocity = vector.normalize(dir)
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--local velocity = vector.normalize(dir)
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vel1 = vector.multiply(velocity, -1)
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vel1 = vector.multiply(velocity, -1)
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vel2 = velocity
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vel2 = velocity
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self.object:add_velocity(vel1)
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local current_mob_velocity = self.object:get_velocity()
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if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then
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self.object:add_velocity(vel1)
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end
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--reenable fire spreading eventually
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--reenable fire spreading eventually
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if object:is_player() then
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if object:is_player() then
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object:add_player_velocity(vel2)
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local current_vel = object:get_velocity()
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if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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object:add_player_velocity(vel2)
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end
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--if self.on_fire then
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--if self.on_fire then
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-- start_fire(object)
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-- start_fire(object)
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@ -219,7 +241,10 @@ local collision = function(self)
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--end
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--end
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else
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else
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object:add_velocity(vel2)
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local current_vel = object:get_velocity()
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if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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object:add_velocity(vel2)
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end
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--if self.on_fire then
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--if self.on_fire then
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-- start_fire(object)
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-- start_fire(object)
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--end
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--end
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@ -381,7 +406,6 @@ end
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-- execute current state (stand, walk, run, attacks)
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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-- returns true if mob has died
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local do_states = function(self, dtime)
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local do_states = function(self, dtime)
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local yaw = self.object:get_yaw() or 0
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local yaw = self.object:get_yaw() or 0
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@ -619,6 +643,8 @@ local mob_step = function(self, dtime)
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collision(self)
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collision(self)
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end
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end
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do_states(self, dtime)
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@ -763,10 +789,6 @@ local mob_step = function(self, dtime)
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--breed(self)
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--breed(self)
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--if do_states(self, dtime) then
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-- return
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--end
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--do_jump(self)
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--do_jump(self)
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--runaway_from(self)
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--runaway_from(self)
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