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Mobs: Refactor distance calculation

This commit is contained in:
Wuzzy 2019-12-08 18:48:49 +01:00
parent 05e6362303
commit 5f1973aecd
1 changed files with 10 additions and 20 deletions

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@ -31,7 +31,6 @@ end
-- localize math functions -- localize math functions
local pi = math.pi local pi = math.pi
local square = math.sqrt
local sin = math.sin local sin = math.sin
local cos = math.cos local cos = math.cos
local abs = math.abs local abs = math.abs
@ -260,15 +259,6 @@ function mobs:set_animation(self, anim)
end end
-- calculate distance
local get_distance = function(a, b)
local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
return square(x * x + y * y + z * z)
end
-- check line of sight (BrunoMine) -- check line of sight (BrunoMine)
local line_of_sight = function(self, pos1, pos2, stepsize) local line_of_sight = function(self, pos1, pos2, stepsize)
@ -293,7 +283,7 @@ local line_of_sight = function(self, pos1, pos2, stepsize)
local nn = minetest.get_node(pos).name local nn = minetest.get_node(pos).name
-- Target Distance (td) to travel -- Target Distance (td) to travel
local td = get_distance(pos1, pos2) local td = vector.distance(pos1, pos2)
-- Actual Distance (ad) traveled -- Actual Distance (ad) traveled
local ad = 0 local ad = 0
@ -309,7 +299,7 @@ local line_of_sight = function(self, pos1, pos2, stepsize)
end end
-- Moves the analyzed pos -- Moves the analyzed pos
local d = get_distance(pos1, pos2) local d = vector.distance(pos1, pos2)
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
@ -980,7 +970,7 @@ local entity_physics = function(pos, radius)
obj_pos = objs[n]:get_pos() obj_pos = objs[n]:get_pos()
dist = get_distance(pos, obj_pos) dist = vector.distance(pos, obj_pos)
if dist < 1 then dist = 1 end if dist < 1 then dist = 1 end
local damage = floor((4 / dist) * radius) local damage = floor((4 / dist) * radius)
@ -1531,7 +1521,7 @@ local monster_attack = function(self)
p = player:get_pos() p = player:get_pos()
sp = s sp = s
dist = get_distance(p, s) dist = vector.distance(p, s)
-- aim higher to make looking up hills more realistic -- aim higher to make looking up hills more realistic
p.y = p.y + 1 p.y = p.y + 1
@ -1577,7 +1567,7 @@ local npc_attack = function(self)
p = obj.object:get_pos() p = obj.object:get_pos()
sp = s sp = s
local dist = get_distance(p, s) local dist = vector.distance(p, s)
-- aim higher to make looking up hills more realistic -- aim higher to make looking up hills more realistic
p.y = p.y + 1 p.y = p.y + 1
@ -1665,7 +1655,7 @@ local runaway_from = function(self)
p.y = p.y + 1 p.y = p.y + 1
sp.y = sp.y + 1 sp.y = sp.y + 1
dist = get_distance(p, s) dist = vector.distance(p, s)
-- choose closest player/mpb to runaway from -- choose closest player/mpb to runaway from
@ -1715,7 +1705,7 @@ local follow_flop = function(self)
for n = 1, #players do for n = 1, #players do
if get_distance(players[n]:get_pos(), s) < self.view_range if vector.distance(players[n]:get_pos(), s) < self.view_range
and not mobs.invis[ players[n]:get_player_name() ] then and not mobs.invis[ players[n]:get_player_name() ] then
self.following = players[n] self.following = players[n]
@ -1763,7 +1753,7 @@ local follow_flop = function(self)
if p then if p then
local dist = get_distance(p, s) local dist = vector.distance(p, s)
-- dont follow if out of range -- dont follow if out of range
if dist > self.view_range then if dist > self.view_range then
@ -2022,7 +2012,7 @@ local do_states = function(self, dtime)
-- calculate distance from mob and enemy -- calculate distance from mob and enemy
local s = self.object:get_pos() local s = self.object:get_pos()
local p = self.attack:get_pos() or s local p = self.attack:get_pos() or s
local dist = get_distance(p, s) local dist = vector.distance(p, s)
-- stop attacking if player invisible or out of range -- stop attacking if player invisible or out of range
if dist > self.view_range if dist > self.view_range
@ -2331,7 +2321,7 @@ local do_states = function(self, dtime)
p.y = p.y - .5 p.y = p.y - .5
s.y = s.y + .5 s.y = s.y + .5
local dist = get_distance(p, s) local dist = vector.distance(p, s)
local vec = { local vec = {
x = p.x - s.x, x = p.x - s.x,
y = p.y - s.y, y = p.y - s.y,