From c63c92f597f0ea67707bf2ff25f0d865dba0ea5b Mon Sep 17 00:00:00 2001 From: MysticTempest Date: Fri, 31 Jul 2020 08:35:40 -0500 Subject: [PATCH] Copy upstream's pathfinding out of water, then copy & rework the cliff check into a check for land mobs to avoid water. --- mods/ENTITIES/mcl_mobs/api.lua | 106 +++++++++++++++++++++++---------- 1 file changed, 76 insertions(+), 30 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index ec691c62..2d45bb25 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -724,6 +724,42 @@ local is_at_cliff_or_danger = function(self) end +-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water +local is_at_water_danger = function(self) + + + if not self.object:get_luaentity() then + return false + end + local yaw = self.object:get_yaw() + local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + local pos = self.object:get_pos() + local ypos = pos.y + self.collisionbox[2] -- just above floor + + local free_fall, blocker = minetest.line_of_sight( + {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, + {x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z}) + if free_fall then + return true + else + local bnode = minetest.get_node(blocker) + local waterdanger = is_node_waterhazard(self, bnode.name) + if + waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then + return false + elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then + return true + else + local def = minetest.registered_nodes[bnode.name] + return (not def and def.walkable) + end + end + + return false +end + + -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) @@ -2049,40 +2085,40 @@ local do_states = function(self, dtime) local is_in_danger = false if lp then - - local is_in_danger = false - - -- if mob is flying, only check for node it is currently in (no contact with node below) - if flight_check(self) then - is_in_danger = is_node_dangerous(self, self.standing_in) - elseif (is_node_dangerous(self, self.standing_in) or - is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then - is_in_danger = true - end - -- If mob in or on dangerous block, look for land - if is_in_danger then - lp = minetest.find_node_near(s, 5, {"group:solid"}) + if (is_node_dangerous(self, self.standing_in) or + is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) and (not self.fly) then + is_in_danger = true - -- did we find land? - if lp then + -- If mob in or on dangerous block, look for land + if is_in_danger then + -- Better way to find shore - copied from upstream + lp = minetest.find_nodes_in_area_under_air( + {x = s.x - 5, y = s.y - 0.5, z = s.z - 5}, + {x = s.x + 5, y = s.y + 1, z = s.z + 5}, + {"group:solid"}) - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } + lp = #lp > 0 and lp[random(#lp)] + + -- did we find land? + if lp then - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + local vec = { + x = lp.x - s.x, + z = lp.z - s.z + } - if lp.x > s.x then yaw = yaw + pi end + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - -- look towards land and jump/move in that direction - yaw = set_yaw(self, yaw, 6) - do_jump(self) - set_velocity(self, self.walk_velocity) - else - yaw = yaw + random(-0.5, 0.5) - end + + if lp.x > s.x then yaw = yaw + pi end + + -- look towards land and move in that direction + yaw = set_yaw(self, yaw, 6) + set_velocity(self, self.walk_velocity) + + end + end -- A danger is near but mob is not inside else @@ -3218,8 +3254,6 @@ local mob_step = function(self, dtime) breed(self) - follow_flop(self) - if do_states(self, dtime) then return end @@ -3228,6 +3262,18 @@ local mob_step = function(self, dtime) runaway_from(self) + if is_at_water_danger(self) and self.state ~= "attack" then + if random(1, 10) <= 6 then + set_velocity(self, 0) + self.state = "stand" + set_animation(self, "stand") + yaw = yaw + random(-0.5, 0.5) + yaw = set_yaw(self, yaw, 8) + end + end + + follow_flop(self) + if is_at_cliff_or_danger(self) then set_velocity(self, 0) self.state = "stand"