add mob_class:avoid_from and mob_class:is_object_in_view()

This commit is contained in:
nixnoxus 2024-02-25 17:54:55 +01:00
parent 4dcffc0d5a
commit 105a702931
3 changed files with 104 additions and 111 deletions

View File

@ -262,7 +262,10 @@ functions needed for the mob to work properly which contains the following:
'custom_visual_size' will not reset visual_size from the base class on reload
'noyaw' If true this mob will not automatically change yaw
'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.
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
'avoid_from' contains a table with mob/node names to avoid from, add
"player" to list to avoid from player also.
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
@ -449,6 +452,16 @@ Create death particles at pos with the given collisionbox.
mcl_mobs.spawn(pos,name/entity name)
mcl_mobs:is_object_in_view(object_list, object_range, node_range, turn_around)
Returns 'true' if an object (mob or node) is in the field of view.
'object_list' list of mob and/or node names
'object_range' maximum distance to a mob from object_list
'node_range' maximum distance to a node from object_list
'turn_around' true or false
Making Arrows
-------------

View File

@ -289,6 +289,7 @@ function mcl_mobs.register_mob(name, def)
noyaw = def.noyaw or false,
particlespawners = def.particlespawners,
spawn_check = def.spawn_check,
avoid_from = def.avoid_from,
-- End of MCL2 extensions
on_spawn = def.on_spawn,
on_blast = def.on_blast or function(self,damage)

View File

@ -509,6 +509,81 @@ function mob_class:do_jump()
return false
end
local function in_list(list, what)
return type(list) == "table" and table.indexof(list, what) ~= -1
end
function mob_class:is_object_in_view(object_list, object_range, node_range, turn_around)
local s = self.object:get_pos()
local min_dist = object_range + 1
local objs = minetest.get_objects_inside_radius(s, object_range)
local object_pos = nil
for n = 1, #objs do
local name = ""
local object = objs[n]
if object:is_player() then
if not (mcl_mobs.invis[ object:get_player_name() ]
or self.owner == object:get_player_name()
or (not self:object_in_range(object))) then
name = "player"
if not (name ~= self.name
and in_list(object_list, name)) then
local item = object:get_wielded_item()
name = item:get_name() or ""
end
end
else
local obj = object:get_luaentity()
if obj then
object = obj.object
name = obj.name or ""
end
end
-- find specific mob to avoid or runaway from
if name ~= "" and name ~= self.name
and in_list(object_list, name) then
local p = object:get_pos()
local dist = vector.distance(p, s)
-- choose closest player/mob to avoid or runaway from
if dist < min_dist
-- aim higher to make looking up hills more realistic
and self:line_of_sight(vector.offset(s, 0,1,0), vector.offset(p, 0,1,0)) == true then
min_dist = dist
object_pos = p
end
end
end
if not object_pos then
-- find specific node to avoid or runaway from
local p = minetest.find_node_near(s, node_range, object_list, true)
local dist = p and vector.distance(p, s)
if dist and dist < min_dist
and self:line_of_sight(s, p) == true then
min_dist = dist
object_pos = p
end
end
if object_pos and turn_around then
local vec = vector.subtract(object_pos, s)
yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
if object_pos.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw(yaw, 4)
end
return object_pos ~= nil
end
-- should mob follow what I'm holding ?
function mob_class:follow_holding(clicker)
if self.nofollow then return false end
@ -526,14 +601,8 @@ function mob_class:follow_holding(clicker)
return true
-- multiple items
elseif t == "table" then
for no = 1, #self.follow do
if self.follow[no] == item:get_name() then
return true
end
end
elseif t == "table" and in_list(self.follow, item:get_name()) then
return true
end
return false
@ -593,100 +662,13 @@ function mob_class:replace_node(pos)
end
end
-- specific runaway
local specific_runaway = function(list, what)
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what then
return true
end
end
return false
end
-- find someone to runaway from
function mob_class:check_runaway_from()
if not self.runaway_from and self.state ~= "flop" then
return
end
if type(self.runaway_from) ~= "table" then
return
end
local s = self.object:get_pos()
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
local runaway_pos = nil
for n = 1, #objs do
local name = ""
local player
if objs[n]:is_player() then
if not (mcl_mobs.invis[ objs[n]:get_player_name() ]
or self.owner == objs[n]:get_player_name()
or (not self:object_in_range(objs[n]))) then
player = objs[n]
name = "player"
if not (name ~= self.name
and specific_runaway(self.runaway_from, name)) then
local item = player:get_wielded_item()
name = item:get_name() or ""
end
end
else
local obj = objs[n]:get_luaentity()
if obj then
player = obj.object
name = obj.name or ""
end
end
-- find specific mob to runaway from
if name ~= "" and name ~= self.name
and specific_runaway(self.runaway_from, name) then
local p = player:get_pos()
local dist = vector.distance(p, s)
-- choose closest player/mpb to runaway from
if dist < min_dist
-- aim higher to make looking up hills more realistic
and self:line_of_sight(vector.offset(s, 0,1,0), vector.offset(p, 0,1,0), 2) == true then
min_dist = dist
runaway_pos = p
end
end
end
if not runaway_pos then
-- find specific node to runaway from
local p = minetest.find_node_near(s, self.view_range, self.runaway_from, true)
local dist = p and vector.distance(p, s)
if dist and dist < min_dist
--and minetest.line_of_sight(s, p) == true then
and self:line_of_sight(s, p) == true then
min_dist = dist
runaway_pos = p
end
end
if runaway_pos then
local vec = vector.subtract(runaway_pos, s)
local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
if runaway_pos.x > s.x then
yaw = yaw + math.pi
end
yaw = self:set_yaw( yaw, 4)
if self:is_object_in_view(self.runaway_from, self.view_range, self.view_range / 2, true) then
self.state = "runaway"
self.runaway_timer = 3
self.following = nil
@ -910,23 +892,19 @@ function mob_class:do_states_walk()
end
end
-- A danger is near but mob is not inside
else
-- Randomly turn
if math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
end
end
yaw = self:set_yaw( yaw, 8)
if not is_in_danger then
local distance = self.avoid_distance or self.view_range / 2
-- find specific node to avoid
if self:is_object_in_view(self.avoid_from, distance, distance, true) then
self:set_velocity(self.walk_velocity)
-- otherwise randomly turn
elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw(yaw, 8)
end
end
-- stand for great fall or danger or fence in front
@ -934,6 +912,7 @@ function mob_class:do_states_walk()
if is_in_danger then
cliff_or_danger = self:is_at_cliff_or_danger()
end
if self.facing_fence == true
or cliff_or_danger
or math.random(1, 100) <= 30 then