forked from VoxeLibre/VoxeLibre
Make spiders climb up walls, fix problems with mob following freaking out when under, fix spider collisionbox
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11b5684a90
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@ -325,6 +325,13 @@ function mobs:register_mob(name, def)
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projectile_cooldown_min = def.projectile_cooldown_min or 2,
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projectile_cooldown_max = def.projectile_cooldown_max or 6,
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skittish = def.skittish,
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minimum_follow_distance = def.minimum_follow_distance or 0.5, --make mobs not freak out when underneath
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--for spiders
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always_climb = def.always_climb,
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--despawn mechanic variables
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lifetimer_reset = 30, --30 seconds
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lifetimer = 30, --30 seconds
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@ -204,9 +204,11 @@ local land_state_execution = function(self,dtime)
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--check distance
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local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos())
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local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos())
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--don't push the player if too close
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if self.follow_distance < distance_from_follow_person then
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--don't spin around randomly
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if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then
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mobs.set_mob_animation(self, "run")
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mobs.set_velocity(self,self.run_velocity)
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@ -120,9 +120,15 @@ mobs.punch_attack_walk = function(self,dtime)
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return
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end
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mobs.set_yaw_while_attacking(self)
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local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos())
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mobs.set_velocity(self, self.run_velocity)
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if distance_from_attacking >= self.minimum_follow_distance then
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mobs.set_velocity(self, self.run_velocity)
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else
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mobs.set_velocity(self, 0)
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end
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mobs.set_yaw_while_attacking(self)
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mobs.set_mob_animation(self, "run")
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@ -130,10 +136,16 @@ mobs.punch_attack_walk = function(self,dtime)
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--check for nodes to jump over
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--explosive mobs will just ride against walls for now
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local node_in_front_of = mobs.jump_check(self)
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if node_in_front_of == 1 then
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mobs.jump(self)
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end
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--mobs that can climb over stuff
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if self.always_climb and node_in_front_of > 0 then
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mobs.climb(self)
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end
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--auto reset punch_timer
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if not self.punch_timer then
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@ -235,4 +235,12 @@ mobs.check_for_player_within_area = function(self, radius)
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end
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--did not find a player
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return(false)
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end
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--a simple helper function for mobs following
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mobs.get_2d_distance = function(pos1,pos2)
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pos1.y = 0
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pos2.y = 0
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return(vector_distance(pos1, pos2))
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end
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@ -16,6 +16,7 @@ local minetest_dir_to_yaw = minetest.dir_to_yaw
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local DEFAULT_JUMP_HEIGHT = 5
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local DEFAULT_FLOAT_SPEED = 4
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local DEFAULT_CLIMB_SPEED = 3
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@ -41,6 +42,28 @@ mobs.float = function(self)
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end
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end
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--this is a generic climb function
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mobs.climb = function(self)
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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x = 0,
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y = DEFAULT_CLIMB_SPEED,
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z = 0,
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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new_velocity_addition.x = 0
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new_velocity_addition.z = 0
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--smooths out mobs a bit
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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--[[
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@ -16,17 +16,21 @@ local spider = {
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type = "monster",
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spawn_class = "hostile",
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passive = false,
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hostile = true,
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always_climb = true,
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docile_by_day = true,
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attack_type = "punch",
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pathfinding = 1,
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punch_timer_cooloff = 0.5,
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rotate = 270,
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damage = 2,
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reach = 2,
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hp_min = 16,
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hp_max = 16,
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xp_min = 5,
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xp_max = 5,
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eye_height = 0.475,
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armor = {fleshy = 100, arthropod = 100},
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collisionbox = {-0.7, -0.01, -0.7, 0.7, 0.89, 0.7},
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collisionbox = {-0.45, 0, -0.45, 0.45, 0.9, 0.45},
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visual = "mesh",
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mesh = "mobs_mc_spider.b3d",
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textures = {
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@ -43,7 +47,7 @@ local spider = {
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distance = 16,
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},
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walk_velocity = 1.3,
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run_velocity = 2.8,
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run_velocity = 2.75, --spider can become extremely difficult if any higher
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jump = true,
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jump_height = 4,
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view_range = 16,
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