forked from MineClone5/MineClone5
Update fox to fix some bugs with sliding and jittering
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b679fd8a13
commit
56b1cc8d75
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@ -14,6 +14,8 @@ end
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local S = minetest.get_translator("extra_mobs")
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local S = minetest.get_translator("extra_mobs")
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local default_walk_chance = 70
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--###################
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--###################
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--################### fox
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--################### fox
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--###################
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--###################
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@ -21,9 +23,11 @@ local S = minetest.get_translator("extra_mobs")
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local followitem = "mcl_farming:sweet_berry"
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local followitem = "mcl_farming:sweet_berry"
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local fox = {
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local fox = {
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type = "monster",
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type = "animal",
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passive = false,
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passive = false,
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spawn_class = "hostile",
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spawn_class = "hostile",
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skittish = true,
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runaway = true,
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hp_min = 10,
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hp_min = 10,
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hp_max = 10,
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hp_max = 10,
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xp_min = 1,
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xp_min = 1,
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@ -32,9 +36,20 @@ local fox = {
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attack_type = "dogfight",
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attack_type = "dogfight",
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damage = 2,
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damage = 2,
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reach = 1.5,
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reach = 1.5,
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jump = true,
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makes_footstep_sound = true,
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walk_velocity = 3,
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run_velocity = 6,
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follow_velocity = 2,
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follow = followitem,
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pathfinding = 1,
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fear_height = 4,
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view_range = 16,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3},
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3},
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specific_attack = { "mobs_mc:chicken", "extra_mobs:cod", "extra_mobs:salmon" },
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visual = "mesh",
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visual = "mesh",
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mesh = "extra_mobs_fox.b3d",
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mesh = "extra_mobs_fox.b3d",
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rotate = 270,
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textures = { {
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textures = { {
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"extra_mobs_fox.png",
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"extra_mobs_fox.png",
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"extra_mobs_trans.png",
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"extra_mobs_trans.png",
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@ -42,10 +57,6 @@ local fox = {
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visual_size = {x=3, y=3},
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visual_size = {x=3, y=3},
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sounds = {
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sounds = {
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},
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},
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jump = true,
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makes_footstep_sound = true,
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walk_velocity = 3,
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run_velocity = 6,
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drops = {
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drops = {
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},
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},
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animation = {
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animation = {
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@ -63,9 +74,9 @@ local fox = {
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lay_start = 34,
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lay_start = 34,
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lay_end = 34,
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lay_end = 34,
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},
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},
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runaway = true,
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on_spawn = function(self)
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on_spawn = function(self)
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if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then
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if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil
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or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then
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self.object:set_properties({textures={"extra_mobs_artic_fox.png", "extra_mobs_trans.png"}})
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self.object:set_properties({textures={"extra_mobs_artic_fox.png", "extra_mobs_trans.png"}})
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end
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end
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end,
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end,
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@ -83,7 +94,11 @@ local fox = {
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end)
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end)
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end
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end
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for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do
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for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do
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if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then
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if object
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and not object:is_player()
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and object:get_luaentity()
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and object:get_luaentity().name == "extra_mobs:fox"
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and self.state ~= "attack" and math.random(1, 500) == 1 then
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self.horny = true
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self.horny = true
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end
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end
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local lp = object:get_pos()
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local lp = object:get_pos()
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@ -93,9 +108,18 @@ local fox = {
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y = lp.y - s.y,
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y = lp.y - s.y,
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z = lp.z - s.z
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z = lp.z - s.z
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}
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}
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if object and object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mobs_mc:wolf" then
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if object
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and (object:is_player()
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and not object:get_player_control().sneak)
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or not (object:is_player()
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and object:get_luaentity()
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and object:get_luaentity().name == "mobs_mc:wolf") then
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-- don't keep setting it once it's set
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if not self.state == "runaway" then
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self.state = "runaway"
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self.state = "runaway"
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self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
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end
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-- this next line causes jittering
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-- self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
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if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then
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if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then
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self.timer = 0
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self.timer = 0
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object:punch(self.object, 1.0, {
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object:punch(self.object, 1.0, {
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@ -109,10 +133,6 @@ local fox = {
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do_punch = function(self)
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do_punch = function(self)
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self.state = "runaway"
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self.state = "runaway"
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end,
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end,
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follow = followitem,
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fear_height = 4,
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view_range = 16,
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specific_attack = { "mobs_mc:chicken", "extra_mobs:cod", "extra_mobs:salmon" },
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}
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}
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mobs:register_mob("extra_mobs:fox", fox)
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mobs:register_mob("extra_mobs:fox", fox)
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