forked from VoxeLibre/VoxeLibre
Implement mob random walk directions
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@ -10,46 +10,6 @@ local minetest_get_node = minetest.get_node
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local state_list_wandering = {"stand", "walk"}
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-- state switching logic (stand, walk, run, attacks)
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local state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = state_list_wandering[math.random(1,#state_list_wandering)]
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end
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end
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-- states are executed here (goto would have been helpful :<)
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local state_execution = function(self,dtime)
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local yaw = self.object:get_yaw() or 0
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if self.state == "standing" then
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print("stand")
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elseif self.state == "walking" then
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print("walk")
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elseif self.state == "run" then
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print("run")
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elseif self.state == "attack" then
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print("attack")
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end
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--mobs.set_animation(self, state_list_wandering[math.random(1,#state_list_wandering)])
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--mobs.set_velocity(self,1)
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--self.yaw = (math_random() * (math.pi * 2))
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end
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--check if a mob needs to jump
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@ -74,6 +34,67 @@ end
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-- state switching logic (stand, walk, run, attacks)
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local state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = state_list_wandering[math.random(1,#state_list_wandering)]
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end
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end
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-- states are executed here (goto would have been helpful :<)
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local state_execution = function(self,dtime)
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--local yaw = self.object:get_yaw() or 0
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if self.state == "stand" then
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print("stand")
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math_random() * (math.pi * 2))
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end
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--do animation
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mobs.set_animation(self, "walk")
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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--set the velocity of the mob
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mobs.set_velocity(self,1)
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--check for nodes to jump over
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jump_check(self)
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--print("walk")
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elseif self.state == "run" then
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print("run")
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elseif self.state == "attack" then
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print("attack")
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end
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end
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mobs.mob_step = function(self, dtime)
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@ -93,11 +114,9 @@ mobs.mob_step = function(self, dtime)
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state_switch(self, dtime)
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jump_check(self)
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state_execution(self,dtime)
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mobs.movement_rotation_lock(self)
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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if self.pushable then
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mobs.collision(self)
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