forked from VoxeLibre/VoxeLibre
add mob_class:avoid_from and mob_class:is_object_in_view()
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@ -262,7 +262,10 @@ functions needed for the mob to work properly which contains the following:
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'custom_visual_size' will not reset visual_size from the base class on reload
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'noyaw' If true this mob will not automatically change yaw
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'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
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'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
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'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
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'avoid_from' contains a table with mob/node names to avoid from, add
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"player" to list to avoid from player also.
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mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
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@ -449,6 +452,16 @@ Create death particles at pos with the given collisionbox.
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mcl_mobs.spawn(pos,name/entity name)
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mcl_mobs:is_object_in_view(object_list, object_range, node_range, turn_around)
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Returns 'true' if an object (mob or node) is in the field of view.
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'object_list' list of mob and/or node names
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'object_range' maximum distance to a mob from object_list
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'node_range' maximum distance to a node from object_list
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'turn_around' true or false
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Making Arrows
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-------------
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@ -289,6 +289,7 @@ function mcl_mobs.register_mob(name, def)
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noyaw = def.noyaw or false,
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particlespawners = def.particlespawners,
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spawn_check = def.spawn_check,
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avoid_from = def.avoid_from,
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-- End of MCL2 extensions
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on_spawn = def.on_spawn,
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on_blast = def.on_blast or function(self,damage)
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@ -509,6 +509,81 @@ function mob_class:do_jump()
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return false
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end
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local function in_list(list, what)
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return type(list) == "table" and table.indexof(list, what) ~= -1
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end
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function mob_class:is_object_in_view(object_list, object_range, node_range, turn_around)
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local s = self.object:get_pos()
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local min_dist = object_range + 1
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local objs = minetest.get_objects_inside_radius(s, object_range)
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local object_pos = nil
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for n = 1, #objs do
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local name = ""
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local object = objs[n]
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if object:is_player() then
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if not (mcl_mobs.invis[ object:get_player_name() ]
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or self.owner == object:get_player_name()
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or (not self:object_in_range(object))) then
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name = "player"
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if not (name ~= self.name
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and in_list(object_list, name)) then
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local item = object:get_wielded_item()
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name = item:get_name() or ""
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end
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end
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else
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local obj = object:get_luaentity()
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if obj then
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object = obj.object
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name = obj.name or ""
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end
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end
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-- find specific mob to avoid or runaway from
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if name ~= "" and name ~= self.name
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and in_list(object_list, name) then
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local p = object:get_pos()
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local dist = vector.distance(p, s)
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-- choose closest player/mob to avoid or runaway from
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if dist < min_dist
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-- aim higher to make looking up hills more realistic
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and self:line_of_sight(vector.offset(s, 0,1,0), vector.offset(p, 0,1,0)) == true then
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min_dist = dist
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object_pos = p
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end
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end
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end
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if not object_pos then
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-- find specific node to avoid or runaway from
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local p = minetest.find_node_near(s, node_range, object_list, true)
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local dist = p and vector.distance(p, s)
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if dist and dist < min_dist
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and self:line_of_sight(s, p) == true then
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min_dist = dist
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object_pos = p
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end
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end
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if object_pos and turn_around then
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local vec = vector.subtract(object_pos, s)
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yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
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if object_pos.x > s.x then yaw = yaw + math.pi end
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yaw = self:set_yaw(yaw, 4)
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end
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return object_pos ~= nil
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end
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-- should mob follow what I'm holding ?
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function mob_class:follow_holding(clicker)
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if self.nofollow then return false end
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@ -526,14 +601,8 @@ function mob_class:follow_holding(clicker)
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return true
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-- multiple items
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elseif t == "table" then
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for no = 1, #self.follow do
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if self.follow[no] == item:get_name() then
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return true
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end
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end
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elseif t == "table" and in_list(self.follow, item:get_name()) then
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return true
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end
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return false
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@ -593,100 +662,13 @@ function mob_class:replace_node(pos)
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end
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end
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-- specific runaway
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local specific_runaway = function(list, what)
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- find someone to runaway from
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function mob_class:check_runaway_from()
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if not self.runaway_from and self.state ~= "flop" then
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return
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end
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if type(self.runaway_from) ~= "table" then
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return
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end
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local s = self.object:get_pos()
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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local runaway_pos = nil
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for n = 1, #objs do
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local name = ""
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local player
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if objs[n]:is_player() then
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if not (mcl_mobs.invis[ objs[n]:get_player_name() ]
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or self.owner == objs[n]:get_player_name()
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or (not self:object_in_range(objs[n]))) then
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player = objs[n]
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name = "player"
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if not (name ~= self.name
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and specific_runaway(self.runaway_from, name)) then
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local item = player:get_wielded_item()
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name = item:get_name() or ""
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end
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end
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else
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local obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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name = obj.name or ""
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end
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end
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-- find specific mob to runaway from
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if name ~= "" and name ~= self.name
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and specific_runaway(self.runaway_from, name) then
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local p = player:get_pos()
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local dist = vector.distance(p, s)
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-- choose closest player/mpb to runaway from
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if dist < min_dist
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-- aim higher to make looking up hills more realistic
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and self:line_of_sight(vector.offset(s, 0,1,0), vector.offset(p, 0,1,0), 2) == true then
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min_dist = dist
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runaway_pos = p
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end
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end
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end
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if not runaway_pos then
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-- find specific node to runaway from
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local p = minetest.find_node_near(s, self.view_range, self.runaway_from, true)
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local dist = p and vector.distance(p, s)
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if dist and dist < min_dist
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--and minetest.line_of_sight(s, p) == true then
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and self:line_of_sight(s, p) == true then
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min_dist = dist
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runaway_pos = p
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end
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end
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if runaway_pos then
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local vec = vector.subtract(runaway_pos, s)
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local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
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if runaway_pos.x > s.x then
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yaw = yaw + math.pi
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end
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yaw = self:set_yaw( yaw, 4)
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if self:is_object_in_view(self.runaway_from, self.view_range, self.view_range / 2, true) then
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self.state = "runaway"
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self.runaway_timer = 3
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self.following = nil
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@ -910,23 +892,19 @@ function mob_class:do_states_walk()
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end
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end
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-- A danger is near but mob is not inside
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else
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-- Randomly turn
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if math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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end
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end
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yaw = self:set_yaw( yaw, 8)
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if not is_in_danger then
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local distance = self.avoid_distance or self.view_range / 2
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-- find specific node to avoid
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if self:is_object_in_view(self.avoid_from, distance, distance, true) then
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self:set_velocity(self.walk_velocity)
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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elseif math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw(yaw, 8)
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end
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end
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-- stand for great fall or danger or fence in front
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@ -934,6 +912,7 @@ function mob_class:do_states_walk()
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if is_in_danger then
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cliff_or_danger = self:is_at_cliff_or_danger()
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end
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if self.facing_fence == true
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or cliff_or_danger
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or math.random(1, 100) <= 30 then
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