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Remove wandering from ai

This commit is contained in:
jordan4ibanez 2021-04-20 17:10:51 -04:00
parent 491ef6c8f8
commit 008d670ed9
2 changed files with 19 additions and 6 deletions

View File

@ -311,7 +311,6 @@ function mobs:register_mob(name, def)
backface_culling = true, backface_culling = true,
walk_timer = 0, walk_timer = 0,
stand_timer = 0, stand_timer = 0,
wandering = true,
current_animation = "", current_animation = "",
gravity = GRAVITY, gravity = GRAVITY,
swim = def.swim, swim = def.swim,

View File

@ -92,8 +92,17 @@ end
local land_state_list_wandering = {"stand", "walk"} local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime) local land_state_switch = function(self, dtime)
if self.hostile and attack then
self.state =
return
end
--do math after sure not attacking
self.state_timer = self.state_timer - dtime self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then
if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random() self.state_timer = math.random(4,10) + math.random()
self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)] self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
end end
@ -203,7 +212,7 @@ local swim_state_list_wandering = {"stand", "swim"}
local swim_state_switch = function(self, dtime) local swim_state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random() self.state_timer = math.random(4,10) + math.random()
self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)] self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)]
end end
@ -335,7 +344,7 @@ local fly_state_list_wandering = {"stand", "fly"}
local fly_state_switch = function(self, dtime) local fly_state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random() self.state_timer = math.random(4,10) + math.random()
self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)] self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
end end
@ -482,7 +491,7 @@ local jump_state_list_wandering = {"stand", "jump"}
local jump_state_switch = function(self, dtime) local jump_state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random() self.state_timer = math.random(4,10) + math.random()
self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)] self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)]
end end
@ -603,8 +612,13 @@ mobs.mob_step = function(self, dtime)
--1 for eye height adjust is debug --1 for eye height adjust is debug
local attacking = mobs.detect_closest_player_within_radius(self,true,10,1) local attacking = mobs.detect_closest_player_within_radius(self,true,10,1)
--go get the closest player ROAR >:O
if attacking then if attacking then
print(attacking:get_player_name()) self.attack = attacking
--no player in area
else
self.attack = nil
end end
end end