forked from VoxeLibre/VoxeLibre
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head-swive
Author | SHA1 | Date |
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kno10 | 2e5b0bb3c7 |
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@ -5,6 +5,7 @@ local validate_vector = mcl_util.validate_vector
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local active_particlespawners = {}
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local active_particlespawners = {}
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local PI_THIRD = math.pi / 3 -- 60 degrees
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local PATHFINDING = "gowp"
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local PATHFINDING = "gowp"
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@ -294,86 +295,66 @@ function mcl_mobs:set_animation(self, anim)
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self:set_animation(anim)
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self:set_animation(anim)
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end
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end
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local function dir_to_pitch(dir)
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local function who_are_you_looking_at (self, dtime)
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--local dir2 = vector.normalize(dir)
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if self.order == "sleep" then
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local xz = math.abs(dir.x) + math.abs(dir.z)
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self._locked_object = nil
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return -math.atan2(-dir.y, xz)
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return
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end
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end
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local function who_are_you_looking_at (self, dtime)
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local pos = self.object:get_pos()
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local stop_look_at_player_chance = math.random(833/self.curiosity)
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-- was 10000 - div by 12 for avg entities as outside loop
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-- was 10000 - div by 12 for avg entities as outside loop
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local stop_look_at_player = math.random() * 833 <= self.curiosity
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local stop_look_at_player = stop_look_at_player_chance == 1
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if self.attack then
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if self.attack then
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if not self.target_time_lost then
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self._locked_object = not self.target_time_lost and self.attack or nil
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self._locked_object = self.attack
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else
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self._locked_object = nil
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end
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elseif self.following then
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elseif self.following then
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self._locked_object = self.following
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self._locked_object = self.following
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elseif self._locked_object then
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elseif self._locked_object then
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if stop_look_at_player then
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if stop_look_at_player then self._locked_object = nil end
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--minetest.log("Stop look: ".. self.name)
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self._locked_object = nil
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end
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elseif not self._locked_object then
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elseif not self._locked_object then
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if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
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if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
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--minetest.log("Change look check: ".. self.name)
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local pos = self.object:get_pos()
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-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
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-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
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local chance = 150/self.curiosity
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if chance < 1 then chance = 1 end
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local look_at_player_chance = math.random(chance)
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-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
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-- then div by 20 as less freq lookup
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local look_at_player = look_at_player_chance == 1
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
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if obj:is_player() and vector.distance(pos, obj:get_pos()) < 4 then
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if obj:is_player() and vector.distance(pos, obj:get_pos()) < 4 then
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--minetest.log("Change look to player: ".. self.name)
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self._locked_object = obj
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self._locked_object = obj
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break
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break
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elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
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elseif obj:is_player() or (obj:get_luaentity() and self ~= obj:get_luaentity() and obj:get_luaentity().name == self.name) then
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if look_at_player then
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-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
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--minetest.log("Change look to mob: ".. self.name)
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-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
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-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
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-- then div by 20 as less freq lookup
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if math.random() * 150 <= self.curiosity then
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self._locked_object = obj
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self._locked_object = obj
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break
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break
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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function mob_class:check_head_swivel(dtime)
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function mob_class:check_head_swivel(dtime)
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if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
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if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
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who_are_you_looking_at(self, dtime)
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who_are_you_looking_at(self, dtime)
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local final_rotation = vector.zero()
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local newr, oldp, oldr = vector.zero(), nil, nil
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local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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if self.object.get_bone_override then -- minetest >= 5.9
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local ov = self.object:get_bone_override(self.head_swivel)
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if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
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oldp, oldr = ov.position.vec, ov.rotation.vec
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local _locked_object_eye_height = 1.5
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else -- minetest < 5.9
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if self._locked_object:get_luaentity() then
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oldp, oldr = self.object:get_bone_position(self.head_swivel)
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_locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height
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oldr = vector.apply(oldr, math.rad) -- old API uses radians
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end
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end
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if self._locked_object:is_player() then
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_locked_object_eye_height = self._locked_object:get_properties().eye_height
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local locked_object = self._locked_object
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if locked_object and (locked_object:is_player() or locked_object:get_luaentity()) and locked_object:get_hp() > 0 then
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local _locked_object_eye_height = 1.5
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if locked_object:is_player() then
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_locked_object_eye_height = locked_object:get_properties().eye_height
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elseif locked_object:get_luaentity() then
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_locked_object_eye_height = locked_object:get_luaentity().head_eye_height
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end
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end
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if _locked_object_eye_height then
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if _locked_object_eye_height then
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local self_rot = self.object:get_rotation()
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local self_rot = self.object:get_rotation()
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-- If a mob is attached, should we really be messing with what they are looking at?
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-- If a mob is attached, should we really be messing with what they are looking at?
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-- Should this be excluded?
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-- Should this be excluded?
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@ -381,38 +362,46 @@ function mob_class:check_head_swivel(dtime)
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self_rot = self.object:get_attach():get_rotation()
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self_rot = self.object:get_attach():get_rotation()
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end
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end
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local player_pos = self._locked_object:get_pos()
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local ps = self.object:get_pos()
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
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ps.y = ps.y + self.head_eye_height * .7
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local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
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local pt = locked_object:get_pos()
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local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
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pt.y = pt.y + _locked_object_eye_height
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local dir = vector.direction(ps, pt)
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local mob_yaw = self_rot.y + math.atan2(dir.x, dir.z) + self.head_yaw_offset
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local mob_pitch = math.asin(-dir.y) * self.head_pitch_multiplier
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if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
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if (mob_yaw < -PI_THIRD or mob_yaw > PI_THIRD) and not (self.attack and self.state == "attack" and not self.runaway) then
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final_rotation = vector.multiply(oldr, 0.9)
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newr = vector.multiply(oldr, 0.9)
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elseif self.attack and self.state == "attack" and not self.runaway then
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elseif self.attack and self.state == "attack" and not self.runaway then
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if self.head_yaw == "y" then
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if self.head_yaw == "y" then
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final_rotation = vector.new(mob_pitch, mob_yaw, 0)
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newr = vector.new(mob_pitch, mob_yaw, 0)
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elseif self.head_yaw == "z" then
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elseif self.head_yaw == "z" then
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final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
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newr = vector.new(mob_pitch, 0, -mob_yaw)
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end
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end
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else
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else
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if self.head_yaw == "y" then
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if self.head_yaw == "y" then
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
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newr = vector.new((mob_pitch-oldr.x)*.3+oldr.x, (mob_yaw-oldr.y)*.3+oldr.y, 0)
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elseif self.head_yaw == "z" then
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elseif self.head_yaw == "z" then
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
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newr = vector.new((mob_pitch-oldr.x)*.3+oldr.x, 0, ((mob_yaw-oldr.y)*.3+oldr.y)*-3)
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end
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end
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end
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end
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end
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end
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elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
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elseif not locked_object and math.abs(oldr.y) > 0.05 and math.abs(oldr.x) < 0.05 then
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final_rotation = vector.multiply(oldr, 0.9)
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newr = vector.multiply(oldr, 0.9)
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else
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--final_rotation = vector.new(0,0,0)
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end
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end
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horizontal_head_height), final_rotation)
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-- 0.02 is about 1.14 degrees tolerance, to update less often
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local newp = vector.new(0, self.bone_eye_height, self.horizontal_head_height)
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if math.abs(oldr.x-newr.x) + math.abs(oldr.y-newr.y) + math.abs(oldr.z-newr.z) < 0.02 and vector.equals(oldp, newp) then return end
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if self.object.get_bone_override then -- minetest >= 5.9
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self.object:set_bone_override(self.head_swivel, {
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position = { vec = newp, absolute = true },
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rotation = { vec = newr, absolute = true } })
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else -- minetest < 5.9
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-- old API uses degrees not radians
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self.object:set_bone_position(self.head_swivel, newp, vector.apply(newr, math.deg))
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end
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end
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end
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function mob_class:set_animation_speed()
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function mob_class:set_animation_speed()
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@ -141,7 +141,7 @@ function mcl_mobs.register_mob(name, def)
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local final_def = {
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local final_def = {
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use_texture_alpha = def.use_texture_alpha,
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use_texture_alpha = def.use_texture_alpha,
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head_swivel = def.head_swivel or nil, -- bool to activate this function
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head_swivel = def.head_swivel or nil, -- bool to activate this function
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head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones
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head_yaw_offset = math.rad(def.head_yaw_offset or 0), -- for wonkey model bones
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head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
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head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
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bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
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bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
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head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
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head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
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