From fb9a630a5bf33fbfe26b6c171ff551c72fa051e1 Mon Sep 17 00:00:00 2001 From: ancientmarinerdev Date: Wed, 3 May 2023 17:37:53 +0100 Subject: [PATCH] Hostile mobs should lose aggro if they cannot see their target --- mods/ENTITIES/mcl_mobs/combat.lua | 75 +++++++++++++++++-------------- 1 file changed, 41 insertions(+), 34 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/combat.lua b/mods/ENTITIES/mcl_mobs/combat.lua index 5fa95db1b5..872a85d46f 100644 --- a/mods/ENTITIES/mcl_mobs/combat.lua +++ b/mods/ENTITIES/mcl_mobs/combat.lua @@ -10,6 +10,8 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up local enable_pathfinding = true +local TIME_TO_FORGET_TARGET = 15 + local atann = math.atan local function atan(x) if not x or x ~= x then @@ -398,7 +400,8 @@ function mob_class:monster_attack() end -- choose closest player to attack - if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then + local line_of_sight = self:line_of_sight( sp, p, 2) == true + if dist < min_dist and not attacked_p and line_of_sight then min_dist = dist min_player = player end @@ -810,6 +813,22 @@ function mob_class:check_aggro(dtime) self._check_aggro_timer = self._check_aggro_timer + dtime end + + +local function clear_aggro(self) + self.state = "stand" + self:set_velocity( 0) + self:set_animation( "stand") + + self.attack = nil + self._aggro = nil + + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + self.path.way = nil +end + function mob_class:do_states_attack (dtime) local yaw = self.object:get_yaw() or 0 @@ -823,35 +842,33 @@ function mob_class:do_states_attack (dtime) or self.attack:get_hp() <= 0 or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then - self.state = "stand" - self:set_velocity( 0) - self:set_animation( "stand") - - self.attack = nil - self._aggro = nil - - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.path.way = nil - + clear_aggro(self) return end + local target_line_of_sight = self:line_of_sight(s, p, 2) + if not target_line_of_sight then + if self.target_time_lost then + local time_since_seen = os.time() - self.target_time_lost + if time_since_seen > TIME_TO_FORGET_TARGET then + self.target_time_lost = nil + clear_aggro(self) + return + end + else + self.target_time_lost = os.time() + end + else + self.target_time_lost = nil + end + -- calculate distance from mob and enemy local dist = vector.distance(p, s) if self.attack_type == "explode" then - - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - + local vec = { x = p.x - s.x, z = p.z - s.z } yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate - if p.x > s.x then yaw = yaw +math.pi end - yaw = self:set_yaw( yaw, 0, dtime) local node_break_radius = self.explosion_radius or 1 @@ -859,20 +876,15 @@ function mob_class:do_states_attack (dtime) or (node_break_radius * 2) -- start timer when in reach and line of sight - if not self.v_start - and dist <= self.reach - and self:line_of_sight( s, p, 2) then - + if not self.v_start and dist <= self.reach and target_line_of_sight then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound("fuse", nil, false) -- stop timer if out of reach or direct line of sight - elseif self.allow_fuse_reset - and self.v_start - and (dist >= self.explosiontimer_reset_radius - or not self:line_of_sight( s, p, 2)) then + elseif self.allow_fuse_reset and self.v_start + and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then self.v_start = false self.timer = 0 self.blinktimer = 0 @@ -894,25 +906,20 @@ function mob_class:do_states_attack (dtime) end if self.v_start then - self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime if self.blinktimer > 0.2 then - self.blinktimer = 0 - if self.blinkstatus then self:remove_texture_mod("^[brighten") else self:add_texture_mod("^[brighten") end - self.blinkstatus = not self.blinkstatus end if self.timer > self.explosion_timer then - local pos = self.object:get_pos() if mobs_griefing and not minetest.is_protected(pos, "") then