diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index fff3125911..13bcdf6413 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -140,10 +140,18 @@ if minetest_settings:get_bool("only_peaceful_mobs", false) then end) end +local integer_test = {-1,1} +--slightly adjust mob position to prevent equal length + --corner/wall sticking + pos.x = pos.x + ((math_random()/2)*integer_test[math.random(1,2)]) + pos.z = pos.z + ((math_random()/2)*integer_test[math.random(1,2)]) + local collision = function(self) pos = self.object:get_pos() - --do collision detection from the base of the mob + + + --do collision detection from the base of the mob collisionbox = self.object:get_properties().collisionbox pos.y = pos.y + collisionbox[2] @@ -189,6 +197,7 @@ local collision = function(self) if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then dir = vector.direction(pos,pos2) + dir.y = 0 --eliminate mob being stuck in corners @@ -196,19 +205,32 @@ local collision = function(self) dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random()) end - local velocity = vector.multiply(dir,1.1) + ---- JUST MAKE THIS DIR FROM NOW ON --- FIX MEEEEE + local velocity = dir--vector.multiply(dir,1.1) --local velocity = vector.normalize(dir) vel1 = vector.multiply(velocity, -1) vel2 = velocity - self.object:add_velocity(vel1) + + local current_mob_velocity = self.object:get_velocity() + + + if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then + self.object:add_velocity(vel1) + end --reenable fire spreading eventually if object:is_player() then - object:add_player_velocity(vel2) + + local current_vel = object:get_velocity() + + if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then + object:add_player_velocity(vel2) + end + --if self.on_fire then -- start_fire(object) @@ -219,7 +241,10 @@ local collision = function(self) --end else - object:add_velocity(vel2) + local current_vel = object:get_velocity() + if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then + object:add_velocity(vel2) + end --if self.on_fire then -- start_fire(object) --end @@ -381,7 +406,6 @@ end -- execute current state (stand, walk, run, attacks) -- returns true if mob has died local do_states = function(self, dtime) - local yaw = self.object:get_yaw() or 0 @@ -619,6 +643,8 @@ local mob_step = function(self, dtime) collision(self) end + do_states(self, dtime) + @@ -763,10 +789,6 @@ local mob_step = function(self, dtime) --breed(self) - --if do_states(self, dtime) then - -- return - --end - --do_jump(self) --runaway_from(self)