Implement eye_height and viewing range for hostile mobs, along with making punchy mobs jump over nodes

This commit is contained in:
jordan4ibanez 2021-04-20 22:58:39 -04:00
parent a05ebd7cc2
commit 8c9356a18c
5 changed files with 13 additions and 4 deletions

View File

@ -345,6 +345,7 @@ function mobs:register_mob(name, def)
fire_resistant = def.fire_resistant or false,
fire_damage_resistant = def.fire_damage_resistant or false,
ignited_by_sunlight = def.ignited_by_sunlight or false,
eye_height = def.eye_height or 1.5,
-- End of MCL2 extensions
on_spawn = def.on_spawn,

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@ -574,9 +574,7 @@ mobs.mob_step = function(self, dtime)
if self.hostile then
--true for line_of_sight is debug
--10 for radius is debug
--1 for eye height adjust is debug
local attacking = mobs.detect_closest_player_within_radius(self,true,10,1)
local attacking = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
--go get the closest player ROAR >:O
if attacking then

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@ -107,6 +107,15 @@ mobs.punch_attack_walk = function(self,dtime)
mobs.set_mob_animation(self, "run")
--make punchy mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
if self.punch_timer > 0 then
self.punch_timer = self.punch_timer - dtime
end

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@ -41,7 +41,7 @@ mobs:register_mob("mobs_mc:creeper", {
run_velocity = 2.1,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode",
eye_height = 1.25,
--hssssssssssss
explosion_strength = 10,

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@ -71,6 +71,7 @@ local zombie = {
damage = "mobs_mc_zombie_hurt",
distance = 16,
},
eye_height = 1.65,
walk_velocity = 1,
run_velocity = 3,
damage = 3,