From 3fc0184182f70be0c2fd9b3be1c5d78fa7f00503 Mon Sep 17 00:00:00 2001 From: jordan4ibanez Date: Tue, 13 Apr 2021 07:39:57 -0400 Subject: [PATCH] Disable entire mob ai to work on vanilla walking --- mods/ENTITIES/mcl_mobs/api.lua | 217 +++++++++++++++++---------------- 1 file changed, 115 insertions(+), 102 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 3b2ecfac2..1b234dae2 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -42,6 +42,9 @@ local math_atan = math.atan local math_random = math.random local math_floor = math.floor +-- localize vector functions +local vector_new = vector.new + mobs = {} -- mob constants local MAX_MOB_NAME_LENGTH = 30 @@ -3538,43 +3541,48 @@ local mob_step = function(self, dtime) return false end + if self.state == "die" then + print("need custom die stop moving thing") + return + end + -- can mob be pushed, if so calculate direction -- do this first to prevent issues - -- you can push mobs when they're in the dead state if self.pushable then collision(self) end - if not self.fire_resistant then - mcl_burning.tick(self.object, dtime) - end - if use_cmi then - cmi.notify_step(self.object, dtime) - end + + + --if not self.fire_resistant then + -- mcl_burning.tick(self.object, dtime) + --end + + --if use_cmi then + --cmi.notify_step(self.object, dtime) + --end local pos = self.object:get_pos() local yaw = 0 - if mobs_debug then - update_tag(self) - end + --if mobs_debug then + --update_tag(self) + --end - if self.state == "die" then - return - end - if self.jump_sound_cooloff > 0 then - self.jump_sound_cooloff = self.jump_sound_cooloff - dtime - end - if self.opinion_sound_cooloff > 0 then - self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime - end + --if self.jump_sound_cooloff > 0 then + -- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime + --end - if falling(self, pos) then + --if self.opinion_sound_cooloff > 0 then + -- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime + --end + + --if falling(self, pos) then -- Return if mob died after falling - return - end + -- return + --end -- smooth rotation by ThomasMonroe314 @@ -3621,24 +3629,24 @@ local mob_step = function(self, dtime) -- end rotation -- run custom function (defined in mob lua file) - if self.do_custom then + --if self.do_custom then -- when false skip going any further - if self.do_custom(self, dtime) == false then - return - end - end + --if self.do_custom(self, dtime) == false then + -- return + --end + --end -- knockback timer - if self.pause_timer > 0 then + --if self.pause_timer > 0 then - self.pause_timer = self.pause_timer - dtime + -- self.pause_timer = self.pause_timer - dtime - return - end + -- return + --end -- attack timer - self.timer = self.timer + dtime + --self.timer = self.timer + dtime --[[ if self.state ~= "attack" then @@ -3653,99 +3661,102 @@ local mob_step = function(self, dtime) ]]-- -- never go over 100 - if self.timer > 100 then - self.timer = 1 - end + --if self.timer > 100 then + -- self.timer = 1 + --end -- mob plays random sound at times - if math_random(1, 70) == 1 then - mob_sound(self, "random", true) - end + --if math_random(1, 70) == 1 then + -- mob_sound(self, "random", true) + --end -- environmental damage timer (every 1 second) - self.env_damage_timer = self.env_damage_timer + dtime - - if (self.state == "attack" and self.env_damage_timer > 1) - or self.state ~= "attack" then - - self.env_damage_timer = 0 - - -- check for environmental damage (water, fire, lava etc.) - if do_env_damage(self) then - return - end + --self.env_damage_timer = self.env_damage_timer + dtime + --if (self.state == "attack" and self.env_damage_timer > 1) + --or self.state ~= "attack" then + -- + -- self.env_damage_timer = 0 + -- + -- -- check for environmental damage (water, fire, lava etc.) + -- if do_env_damage(self) then + -- return + -- end + -- -- node replace check (cow eats grass etc.) - replace(self, pos) - end + -- replace(self, pos) + --end - monster_attack(self) + --monster_attack(self) - npc_attack(self) + --npc_attack(self) - breed(self) + --breed(self) - if do_states(self, dtime) then - return - end + --if do_states(self, dtime) then + -- return + --end - do_jump(self) + --do_jump(self) - runaway_from(self) + --runaway_from(self) - if is_at_water_danger(self) and self.state ~= "attack" then - if math_random(1, 10) <= 6 then - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") - yaw = yaw + math_random(-0.5, 0.5) - yaw = set_yaw(self, yaw, 8) - end - end + + --if is_at_water_danger(self) and self.state ~= "attack" then + -- if math_random(1, 10) <= 6 then + -- set_velocity(self, 0) + -- self.state = "stand" + -- set_animation(self, "stand") + -- yaw = yaw + math_random(-0.5, 0.5) + -- yaw = set_yaw(self, yaw, 8) + -- end + --end -- Add water flowing for mobs from mcl_item_entity - local p, node, nn, def - p = self.object:get_pos() - node = minetest_get_node_or_nil(p) - if node then - nn = node.name - def = minetest_registered_nodes[nn] - end + --[[ + local p, node, nn, def + p = self.object:get_pos() + node = minetest_get_node_or_nil(p) + if node then + nn = node.name + def = minetest_registered_nodes[nn] + end - -- Move item around on flowing liquids - if def and def.liquidtype == "flowing" then - - --[[ Get flowing direction (function call from flowlib), if there's a liquid. - NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. - Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]] - local vec = flowlib.quick_flow(p, node) - -- Just to make sure we don't manipulate the speed for no reason - if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then - -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" - local f = 1.39 - -- Set new item moving speed into the direciton of the liquid - local newv = vector.multiply(vec, f) - self.object:set_acceleration({x = 0, y = 0, z = 0}) - self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) + -- Move item around on flowing liquids + if def and def.liquidtype == "flowing" then + + -- Get flowing direction (function call from flowlib), if there's a liquid. + NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. + Luckily, this is exactly what we need if we only care about water, which has this flowing distance. + local vec = flowlib.quick_flow(p, node) + -- Just to make sure we don't manipulate the speed for no reason + if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then + -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" + local f = 1.39 + -- Set new item moving speed into the direciton of the liquid + local newv = vector.multiply(vec, f) + self.object:set_acceleration({x = 0, y = 0, z = 0}) + self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) - self.physical_state = true - self._flowing = true - self.object:set_properties({ - physical = true - }) - return - end - elseif self._flowing == true then - -- Disable flowing physics if not on/in flowing liquid - self._flowing = false - enable_physics(self.object, self, true) + self.physical_state = true + self._flowing = true + self.object:set_properties({ + physical = true + }) return end + elseif self._flowing == true then + -- Disable flowing physics if not on/in flowing liquid + self._flowing = false + enable_physics(self.object, self, true) + return + end --Mob following code. follow_flop(self) + if is_at_cliff_or_danger(self) then set_velocity(self, 0) self.state = "stand" @@ -3774,6 +3785,7 @@ local mob_step = function(self, dtime) end end end + ]]-- end @@ -4005,7 +4017,8 @@ minetest.register_entity(name, { --default built in engine collision detection self.object:set_properties({ collide_with_objects = false, - }) + }) + self.object:set_acceleration(vector_new(0,-9.81, 0)) return mob_activate(self, staticdata, def, dtime) end,