diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 05c6ed9c6..f5e50ba2a 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -335,24 +335,27 @@ function mob_class:on_step(dtime) if self:check_despawn(pos, dtime) then return true end - self:slow_mob() + if self:check_death_and_slow_mob() then + --minetest.log("action", "Mob is dying: ".. tostring(self.name)) + -- Do we abandon out of here now? + end + if self:falling(pos) then return end self:check_suspend() - self:check_water_flow() - - self:env_danger_movement_checks (dtime) - if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) -- mcl_burning.tick may remove object immediately if not self.object:get_pos() then return end end - if mobs_debug then self:update_tag() end - if self.state == "die" then return end + self:check_water_flow() + self:env_danger_movement_checks (dtime) + + if mobs_debug then self:update_tag() end + self:follow_flop() -- Mob following code. self:set_animation_speed() -- set animation speed relitive to velocity diff --git a/mods/ENTITIES/mcl_mobs/movement.lua b/mods/ENTITIES/mcl_mobs/movement.lua index df00a42a7..758e74467 100644 --- a/mods/ENTITIES/mcl_mobs/movement.lua +++ b/mods/ENTITIES/mcl_mobs/movement.lua @@ -279,6 +279,7 @@ function mob_class:env_danger_movement_checks(dtime) yaw = self:set_yaw( yaw, 8) end else + -- This code should probably be moved to movement code if self.move_in_group ~= false then self:check_herd(dtime) end diff --git a/mods/ENTITIES/mcl_mobs/physics.lua b/mods/ENTITIES/mcl_mobs/physics.lua index 0617fd1e8..c7ea98c57 100644 --- a/mods/ENTITIES/mcl_mobs/physics.lua +++ b/mods/ENTITIES/mcl_mobs/physics.lua @@ -47,7 +47,8 @@ end function mob_class:player_in_active_range() for _,p in pairs(minetest.get_connected_players()) do - if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end + local pos = self.object:get_pos() + if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. end end @@ -182,15 +183,17 @@ function mob_class:collision() return({x,z}) end -function mob_class:slow_mob() +function mob_class:check_death_and_slow_mob() local d = 0.85 - if self:check_dying() then d = 0.92 end + local dying = self:check_dying() + if dying then d = 0.92 end local v = self.object:get_velocity() if v then --diffuse object velocity self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) end + return dying end -- move mob in facing direction @@ -519,17 +522,16 @@ function mob_class:check_for_death(cause, cmi_cause) self:set_velocity(0) local acc = self.object:get_acceleration() - acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 - self.object:set_acceleration(acc) + if acc then + acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 + self.object:set_acceleration(acc) + end local length -- default death function and die animation (if defined) if self.instant_death then length = 0 - elseif self.animation - and self.animation.die_start - and self.animation.die_end then - + elseif self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 length = math.max(frames / speed, 0) + DEATH_DELAY @@ -545,7 +547,6 @@ function mob_class:check_for_death(cause, cmi_cause) if not self.object:get_luaentity() then return end - death_handle(self) local dpos = self.object:get_pos() local cbox = self.collisionbox @@ -554,6 +555,7 @@ function mob_class:check_for_death(cause, cmi_cause) self.object:remove() mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) end + if length <= 0 then kill(self) else @@ -870,33 +872,32 @@ function mob_class:falling(pos) -- floating in water (or falling) local v = self.object:get_velocity() + if v then + if v.y > 0 then + -- apply gravity when moving up + self.object:set_acceleration({ + x = 0, + y = DEFAULT_FALL_SPEED, + z = 0 + }) - if v.y > 0 then - - -- apply gravity when moving up - self.object:set_acceleration({ - x = 0, - y = DEFAULT_FALL_SPEED, - z = 0 - }) - - elseif v.y <= 0 and v.y > self.fall_speed then - - -- fall downwards at set speed - self.object:set_acceleration({ - x = 0, - y = self.fall_speed, - z = 0 - }) - else - -- stop accelerating once max fall speed hit - self.object:set_acceleration({x = 0, y = 0, z = 0}) + elseif v.y <= 0 and v.y > self.fall_speed then + -- fall downwards at set speed + self.object:set_acceleration({ + x = 0, + y = self.fall_speed, + z = 0 + }) + else + -- stop accelerating once max fall speed hit + self.object:set_acceleration({x = 0, y = 0, z = 0}) + end end + local acc = self.object:get_acceleration() + if minetest.registered_nodes[node_ok(pos).name].groups.lava then - - if self.floats_on_lava == 1 then - + if acc and self.floats_on_lava == 1 then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (math.max(1, v.y) ^ 2), @@ -907,9 +908,7 @@ function mob_class:falling(pos) -- in water then float up if minetest.registered_nodes[node_ok(pos).name].groups.water then - - if self.floats == 1 then - + if acc and self.floats == 1 then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (math.max(1, v.y) ^ 2), @@ -917,10 +916,8 @@ function mob_class:falling(pos) }) end else - -- fall damage onto solid ground - if self.fall_damage == 1 - and self.object:get_velocity().y == 0 then + if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local n = node_ok(vector.offset(pos,0,-1,0)).name local d = (self.old_y or 0) - self.object:get_pos().y @@ -981,24 +978,31 @@ end function mob_class:check_dying() if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then local rot = self.object:get_rotation() - rot.z = ((math.pi/2-rot.z)*.2)+rot.z - self.object:set_rotation(rot) + if rot then + rot.z = ((math.pi/2-rot.z)*.2)+rot.z + self.object:set_rotation(rot) + end return true end end function mob_class:check_suspend() - if not self:player_in_active_range() then - local pos = self.object:get_pos() + local pos = self.object:get_pos() + + if pos and not self:player_in_active_range() then local node_under = node_ok(vector.offset(pos,0,-1,0)).name - local acc = self.object:get_acceleration() + self:set_animation( "stand", true) - if acc.y > 0 or node_under ~= "air" then - self.object:set_acceleration(vector.new(0,0,0)) - self.object:set_velocity(vector.new(0,0,0)) - end - if acc.y == 0 and node_under == "air" then - self:falling(pos) + + local acc = self.object:get_acceleration() + if acc then + if acc.y > 0 or node_under ~= "air" then + self.object:set_acceleration(vector.new(0,0,0)) + self.object:set_velocity(vector.new(0,0,0)) + end + if acc.y == 0 and node_under == "air" then + self:falling(pos) + end end return true end