2022-11-10 14:28:51 +00:00
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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2022-11-10 19:44:31 +00:00
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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2022-11-10 22:50:31 +00:00
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local PATHFINDING = "gowp"
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2022-11-10 19:44:31 +00:00
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2022-11-10 21:59:42 +00:00
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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2022-11-10 19:44:31 +00:00
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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-- Returns true is node can deal damage to self
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function mob_class:is_node_dangerous(nodename)
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local nn = nodename
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if self.lava_damage > 0 then
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if minetest.get_item_group(nn, "lava") ~= 0 then
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return true
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end
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end
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if self.fire_damage > 0 then
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if minetest.get_item_group(nn, "fire") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then
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return true
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end
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return false
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end
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-- Returns true if node is a water hazard
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function mob_class:is_node_waterhazard(nodename)
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local nn = nodename
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if self.water_damage > 0 then
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if minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then
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if self.breath_max ~= -1 then
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-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
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-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
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if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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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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2022-11-10 14:28:51 +00:00
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-- check line of sight (BrunoMine)
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function mob_class:line_of_sight(pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = vector.distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = vector.distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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2022-11-10 19:44:31 +00:00
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function mob_class:can_jump_cliff()
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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local v = self.object:get_velocity()
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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--is there nothing under the block in front? if so jump the gap.
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local nodLow = node_ok({
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x = pos.x + dir_x-0.6,
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y = pos.y - 0.5,
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z = pos.z + dir_z-0.6
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}, "air")
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local nodFar = node_ok({
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x = pos.x + dir_x*2,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2
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}, "air")
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local nodFar2 = node_ok({
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x = pos.x + dir_x*2.5,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2.5
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}, "air")
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if minetest.registered_nodes[nodLow.name]
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and minetest.registered_nodes[nodLow.name].walkable ~= true
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and (minetest.registered_nodes[nodFar.name]
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and minetest.registered_nodes[nodFar.name].walkable == true
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or minetest.registered_nodes[nodFar2.name]
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and minetest.registered_nodes[nodFar2.name].walkable == true)
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then
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--disable fear heigh while we make our jump
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self._jumping_cliff = true
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minetest.after(1, function()
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if self and self.object then
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self._jumping_cliff = false
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end
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end)
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return true
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else
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return false
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end
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end
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-- is mob facing a cliff or danger
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function mob_class:is_at_cliff_or_danger()
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if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
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if free_fall then
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return true
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else
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local bnode = minetest.get_node(blocker)
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local danger = self:is_node_dangerous(bnode.name)
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if danger then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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return false
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end
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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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-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
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function mob_class:is_at_water_danger()
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if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
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if free_fall then
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return true
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else
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local bnode = minetest.get_node(blocker)
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local waterdanger = self:is_node_waterhazard(bnode.name)
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if
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waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then
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return false
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elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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return false
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end
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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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-- jump if facing a solid node (not fences or gates)
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function mob_class:do_jump()
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if not self.jump
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or self.jump_height == 0
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or self.fly
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or (self.child and self.type ~= "monster")
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or self.order == "stand" then
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return false
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end
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self.facing_fence = false
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-- something stopping us while moving?
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if self.state ~= "stand"
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and self:get_velocity() > 0.5
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and self.object:get_velocity().y ~= 0 then
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return false
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end
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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-- what is mob standing on?
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pos.y = pos.y + self.collisionbox[2] - 0.2
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local nod = node_ok(pos)
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if minetest.registered_nodes[nod.name].walkable == false then
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return false
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end
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local v = self.object:get_velocity()
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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-- what is in front of mob?
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nod = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 0.5,
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z = pos.z + dir_z
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})
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-- this is used to detect if there's a block on top of the block in front of the mob.
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-- If there is, there is no point in jumping as we won't manage.
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local nodTop = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 1.5,
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z = pos.z + dir_z
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}, "air")
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-- we don't attempt to jump if there's a stack of blocks blocking
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if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
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return false
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end
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-- thin blocks that do not need to be jumped
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if nod.name == node_snow then
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return false
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end
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local ndef = minetest.registered_nodes[nod.name]
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if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
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if minetest.get_item_group(nod.name, "fence") == 0
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and minetest.get_item_group(nod.name, "fence_gate") == 0
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and minetest.get_item_group(nod.name, "wall") == 0 then
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local v = self.object:get_velocity()
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v.y = self.jump_height + 0.1 * 3
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if self:can_jump_cliff() then
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v=vector.multiply(v, vector.new(2.8,1,2.8))
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end
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self:set_animation( "jump") -- only when defined
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self.object:set_velocity(v)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
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return
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end
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self.object:set_acceleration({
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x = v.x * 2,
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y = DEFAULT_FALL_SPEED,
|
|
|
|
z = v.z * 2,
|
|
|
|
})
|
|
|
|
end, self, v)
|
|
|
|
|
|
|
|
if self.jump_sound_cooloff <= 0 then
|
|
|
|
self:mob_sound("jump")
|
|
|
|
self.jump_sound_cooloff = 0.5
|
|
|
|
end
|
|
|
|
else
|
|
|
|
self.facing_fence = true
|
|
|
|
end
|
|
|
|
|
|
|
|
-- if we jumped against a block/wall 4 times then turn
|
|
|
|
if self.object:get_velocity().x ~= 0
|
|
|
|
and self.object:get_velocity().z ~= 0 then
|
|
|
|
|
|
|
|
self.jump_count = (self.jump_count or 0) + 1
|
|
|
|
|
|
|
|
if self.jump_count == 4 then
|
|
|
|
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
|
|
|
|
yaw = self:set_yaw( yaw + 1.35, 8)
|
|
|
|
|
|
|
|
self.jump_count = 0
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
-- should mob follow what I'm holding ?
|
|
|
|
function mob_class:follow_holding(clicker)
|
|
|
|
if self.nofollow then return false end
|
|
|
|
|
|
|
|
if mcl_mobs.invis[clicker:get_player_name()] then
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
local item = clicker:get_wielded_item()
|
|
|
|
local t = type(self.follow)
|
|
|
|
|
|
|
|
-- single item
|
|
|
|
if t == "string"
|
|
|
|
and item:get_name() == self.follow then
|
|
|
|
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
|
|
|
|
end
|
|
|
|
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
|
|
function mob_class:replace(pos)
|
|
|
|
|
|
|
|
if not self.replace_rate
|
|
|
|
or not self.replace_what
|
|
|
|
or self.child == true
|
|
|
|
or self.object:get_velocity().y ~= 0
|
|
|
|
or math.random(1, self.replace_rate) > 1 then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local what, with, y_offset
|
|
|
|
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
|
|
|
|
|
|
local num = math.random(#self.replace_what)
|
|
|
|
|
|
|
|
what = self.replace_what[num][1] or ""
|
|
|
|
with = self.replace_what[num][2] or ""
|
|
|
|
y_offset = self.replace_what[num][3] or 0
|
|
|
|
else
|
|
|
|
what = self.replace_what
|
|
|
|
with = self.replace_with or ""
|
|
|
|
y_offset = self.replace_offset or 0
|
|
|
|
end
|
|
|
|
|
|
|
|
pos.y = pos.y + y_offset
|
|
|
|
|
|
|
|
local node = minetest.get_node(pos)
|
|
|
|
if node.name == what then
|
|
|
|
|
|
|
|
local oldnode = {name = what, param2 = node.param2}
|
|
|
|
local newnode = {name = with, param2 = node.param2}
|
|
|
|
local on_replace_return
|
|
|
|
|
|
|
|
if self.on_replace then
|
|
|
|
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
|
|
|
|
end
|
|
|
|
|
|
|
|
if on_replace_return ~= false then
|
|
|
|
|
|
|
|
if mobs_griefing then
|
|
|
|
minetest.set_node(pos, newnode)
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- specific runaway
|
|
|
|
local specific_runaway = function(list, what)
|
|
|
|
if type(list) ~= "table" then
|
|
|
|
list = {}
|
|
|
|
end
|
|
|
|
|
|
|
|
-- no list so do not run
|
|
|
|
if list == nil then
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
-- 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
|
|
|
|
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
local p, sp, dist
|
|
|
|
local player, obj, min_player
|
|
|
|
local type, name = "", ""
|
|
|
|
local min_dist = self.view_range + 1
|
|
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
|
|
|
|
for n = 1, #objs do
|
|
|
|
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
|
|
|
|
if 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
|
|
|
|
type = ""
|
|
|
|
else
|
|
|
|
player = objs[n]
|
|
|
|
type = "player"
|
|
|
|
name = "player"
|
|
|
|
end
|
|
|
|
else
|
|
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
|
|
|
|
if obj then
|
|
|
|
player = obj.object
|
|
|
|
type = obj.type
|
|
|
|
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
|
|
|
|
|
|
|
|
p = player:get_pos()
|
|
|
|
sp = s
|
|
|
|
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
|
|
p.y = p.y + 1
|
|
|
|
sp.y = sp.y + 1
|
|
|
|
|
|
|
|
dist = vector.distance(p, s)
|
|
|
|
|
|
|
|
|
|
|
|
-- choose closest player/mpb to runaway from
|
|
|
|
if dist < min_dist
|
|
|
|
and self:line_of_sight(sp, p, 2) == true then
|
|
|
|
min_dist = dist
|
|
|
|
min_player = player
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if min_player then
|
|
|
|
|
|
|
|
local lp = player:get_pos()
|
|
|
|
local vec = {
|
|
|
|
x = lp.x - s.x,
|
|
|
|
y = lp.y - s.y,
|
|
|
|
z = lp.z - s.z
|
|
|
|
}
|
|
|
|
|
|
|
|
local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
|
|
|
|
|
|
|
|
if lp.x > s.x then
|
|
|
|
yaw = yaw + pi
|
|
|
|
end
|
|
|
|
|
|
|
|
yaw = self:set_yaw( yaw, 4)
|
|
|
|
self.state = "runaway"
|
|
|
|
self.runaway_timer = 3
|
|
|
|
self.following = nil
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
-- follow player if owner or holding item, if fish outta water then flop
|
|
|
|
function mob_class:follow_flop()
|
|
|
|
|
|
|
|
-- find player to follow
|
|
|
|
if (self.follow ~= ""
|
|
|
|
or self.order == "follow")
|
|
|
|
and not self.following
|
|
|
|
and self.state ~= "attack"
|
|
|
|
and self.order ~= "sit"
|
|
|
|
and self.state ~= "runaway" then
|
|
|
|
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
local players = minetest.get_connected_players()
|
|
|
|
|
|
|
|
for n = 1, #players do
|
|
|
|
|
|
|
|
if (self:object_in_range(players[n]))
|
|
|
|
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
|
|
|
|
|
|
|
|
self.following = players[n]
|
|
|
|
|
|
|
|
break
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if self.type == "npc"
|
|
|
|
and self.order == "follow"
|
|
|
|
and self.state ~= "attack"
|
|
|
|
and self.order ~= "sit"
|
|
|
|
and self.owner ~= "" then
|
|
|
|
|
|
|
|
-- npc stop following player if not owner
|
|
|
|
if self.following
|
|
|
|
and self.owner
|
|
|
|
and self.owner ~= self.following:get_player_name() then
|
|
|
|
self.following = nil
|
|
|
|
end
|
|
|
|
else
|
|
|
|
-- stop following player if not holding specific item,
|
|
|
|
-- mob is horny, fleeing or attacking
|
|
|
|
if self.following
|
|
|
|
and self.following:is_player()
|
|
|
|
and (self:follow_holding(self.following) == false or
|
|
|
|
self.horny or self.state == "runaway") then
|
|
|
|
self.following = nil
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
-- follow that thing
|
|
|
|
if self.following then
|
|
|
|
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
local p
|
|
|
|
|
|
|
|
if self.following:is_player() then
|
|
|
|
|
|
|
|
p = self.following:get_pos()
|
|
|
|
|
|
|
|
elseif self.following.object then
|
|
|
|
|
|
|
|
p = self.following.object:get_pos()
|
|
|
|
end
|
|
|
|
|
|
|
|
if p then
|
|
|
|
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
|
|
|
|
-- dont follow if out of range
|
|
|
|
if (not self:object_in_range(self.following)) then
|
|
|
|
self.following = nil
|
|
|
|
else
|
|
|
|
local vec = {
|
|
|
|
x = p.x - s.x,
|
|
|
|
z = p.z - s.z
|
|
|
|
}
|
|
|
|
|
|
|
|
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
|
|
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
|
|
|
|
|
|
self:set_yaw( yaw, 2.35)
|
|
|
|
|
|
|
|
-- anyone but standing npc's can move along
|
|
|
|
if dist > 3
|
|
|
|
and self.order ~= "stand" then
|
|
|
|
|
|
|
|
self:set_velocity(self.follow_velocity)
|
|
|
|
|
|
|
|
if self.walk_chance ~= 0 then
|
|
|
|
self:set_animation( "run")
|
|
|
|
end
|
|
|
|
else
|
|
|
|
self:set_velocity(0)
|
|
|
|
self:set_animation( "stand")
|
|
|
|
end
|
|
|
|
|
|
|
|
return
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- swimmers flop when out of their element, and swim again when back in
|
|
|
|
if self.fly then
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
if self:flight_check( s) == false then
|
|
|
|
|
|
|
|
self.state = "flop"
|
|
|
|
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
|
|
|
|
|
|
|
|
local p = self.object:get_pos()
|
|
|
|
local sdef = minetest.registered_nodes[node_ok(vector.add(p, vector.new(0,self.collisionbox[2]-0.2,0))).name]
|
|
|
|
-- Flop on ground
|
|
|
|
if sdef and sdef.walkable then
|
|
|
|
if self.object:get_velocity().y < 0.1 then
|
|
|
|
self:mob_sound("flop")
|
|
|
|
self.object:set_velocity({
|
|
|
|
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
|
|
y = FLOP_HEIGHT,
|
|
|
|
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
|
|
})
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
self:set_animation( "stand", true)
|
|
|
|
|
|
|
|
return
|
|
|
|
elseif self.state == "flop" then
|
|
|
|
self.state = "stand"
|
|
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
|
|
self:set_velocity(0)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function mob_class:go_to_pos(b)
|
|
|
|
if not self then return end
|
|
|
|
local s=self.object:get_pos()
|
|
|
|
if not b then
|
|
|
|
--self.state = "stand"
|
|
|
|
return end
|
|
|
|
if vector.distance(b,s) < 1 then
|
|
|
|
--self:set_velocity(0)
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
local v = { x = b.x - s.x, z = b.z - s.z }
|
|
|
|
local yaw = (atann(v.z / v.x) +math.pi/ 2) - self.rotate
|
|
|
|
if b.x > s.x then yaw = yaw +math.pi end
|
|
|
|
self.object:set_yaw(yaw)
|
|
|
|
self:set_velocity(self.follow_velocity)
|
|
|
|
self:set_animation("walk")
|
|
|
|
end
|
|
|
|
|
2022-11-10 20:10:34 +00:00
|
|
|
local check_herd_timer = 0
|
|
|
|
function mob_class:check_herd(dtime)
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if not pos then return end
|
|
|
|
check_herd_timer = check_herd_timer + dtime
|
|
|
|
if check_herd_timer < 4 then return end
|
|
|
|
check_herd_timer = 0
|
|
|
|
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
|
|
|
|
local l = o:get_luaentity()
|
|
|
|
local p,y
|
|
|
|
if l and l.is_mob and l.name == self.name then
|
|
|
|
if self.horny and l.horny then
|
|
|
|
p = l.object:get_pos()
|
|
|
|
else
|
|
|
|
y = o:get_yaw()
|
|
|
|
end
|
|
|
|
if p then
|
|
|
|
go_to_pos(self,p)
|
|
|
|
elseif y then
|
|
|
|
self:set_yaw(y)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2022-11-10 19:44:31 +00:00
|
|
|
function mob_class:teleport(target)
|
|
|
|
if self.do_teleport then
|
|
|
|
if self.do_teleport(self, target) == false then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
2022-11-10 22:50:31 +00:00
|
|
|
|
|
|
|
-- execute current state (stand, walk, run, attacks)
|
|
|
|
-- returns true if mob has died
|
|
|
|
function mob_class:do_states(dtime)
|
|
|
|
--if self.can_open_doors then check_doors(self) end
|
|
|
|
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
|
|
|
|
if self.state == "stand" then
|
|
|
|
if math.random(1, 4) == 1 then
|
|
|
|
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
|
|
local lp
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
lp = objs[n]:get_pos()
|
|
|
|
break
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- look at any players nearby, otherwise turn randomly
|
|
|
|
if lp and self.look_at_players then
|
|
|
|
|
|
|
|
local vec = {
|
|
|
|
x = lp.x - s.x,
|
|
|
|
z = lp.z - s.z
|
|
|
|
}
|
|
|
|
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
|
|
|
|
if lp.x > s.x then yaw = yaw +math.pi end
|
|
|
|
else
|
|
|
|
yaw = yaw + math.random(-0.5, 0.5)
|
|
|
|
end
|
|
|
|
|
|
|
|
yaw = self:set_yaw( yaw, 8)
|
|
|
|
end
|
|
|
|
if self.order == "sit" then
|
|
|
|
self:set_animation( "sit")
|
|
|
|
self:set_velocity(0)
|
|
|
|
else
|
|
|
|
self:set_animation( "stand")
|
|
|
|
self:set_velocity(0)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- npc's ordered to stand stay standing
|
|
|
|
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
|
|
|
|
|
|
|
else
|
|
|
|
if self.walk_chance ~= 0
|
|
|
|
and self.facing_fence ~= true
|
|
|
|
and math.random(1, 100) <= self.walk_chance
|
|
|
|
and self:is_at_cliff_or_danger() == false then
|
|
|
|
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
self.state = "walk"
|
|
|
|
self:set_animation( "walk")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
elseif self.state == PATHFINDING then
|
|
|
|
self:check_gowp(dtime)
|
|
|
|
|
|
|
|
elseif self.state == "walk" then
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
local lp = nil
|
|
|
|
|
|
|
|
-- is there something I need to avoid?
|
|
|
|
if (self.water_damage > 0
|
|
|
|
and self.lava_damage > 0)
|
|
|
|
or self.breath_max ~= -1 then
|
|
|
|
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
|
|
|
|
|
|
|
elseif self.water_damage > 0 then
|
|
|
|
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water"})
|
|
|
|
|
|
|
|
elseif self.lava_damage > 0 then
|
|
|
|
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
|
|
|
|
|
|
|
elseif self.fire_damage > 0 then
|
|
|
|
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
local is_in_danger = false
|
|
|
|
if lp then
|
|
|
|
-- If mob in or on dangerous block, look for land
|
|
|
|
if (self:is_node_dangerous(self.standing_in) or
|
|
|
|
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
|
|
|
is_in_danger = true
|
|
|
|
|
|
|
|
-- If mob in or on dangerous block, look for land
|
|
|
|
if is_in_danger then
|
|
|
|
-- Better way to find shore - copied from upstream
|
|
|
|
lp = minetest.find_nodes_in_area_under_air(
|
|
|
|
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
|
|
|
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
|
|
|
{"group:solid"})
|
|
|
|
|
|
|
|
lp = #lp > 0 and lp[math.random(#lp)]
|
|
|
|
|
|
|
|
-- did we find land?
|
|
|
|
if lp then
|
|
|
|
|
|
|
|
local vec = {
|
|
|
|
x = lp.x - s.x,
|
|
|
|
z = lp.z - s.z
|
|
|
|
}
|
|
|
|
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
|
|
|
|
|
|
|
|
if lp.x > s.x then yaw = yaw +math.pi end
|
|
|
|
|
|
|
|
-- look towards land and move in that direction
|
|
|
|
yaw = self:set_yaw( yaw, 6)
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
yaw = self:set_yaw( yaw, 8)
|
|
|
|
|
|
|
|
-- otherwise randomly turn
|
|
|
|
elseif math.random(1, 100) <= 30 then
|
|
|
|
yaw = yaw + math.random(-0.5, 0.5)
|
|
|
|
yaw = self:set_yaw( yaw, 8)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- stand for great fall or danger or fence in front
|
|
|
|
local cliff_or_danger = false
|
|
|
|
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
|
|
|
|
|
|
|
|
self:set_velocity(0)
|
|
|
|
self.state = "stand"
|
|
|
|
self:set_animation( "stand")
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
|
|
else
|
|
|
|
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
|
|
|
|
if self:flight_check()
|
|
|
|
and self.animation
|
|
|
|
and self.animation.fly_start
|
|
|
|
and self.animation.fly_end then
|
|
|
|
self:set_animation( "fly")
|
|
|
|
else
|
|
|
|
self:set_animation( "walk")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- runaway when punched
|
|
|
|
elseif self.state == "runaway" then
|
|
|
|
|
|
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
|
|
if self.runaway_timer > 5
|
|
|
|
or self:is_at_cliff_or_danger() then
|
|
|
|
self.runaway_timer = 0
|
|
|
|
self:set_velocity(0)
|
|
|
|
self.state = "stand"
|
|
|
|
self:set_animation( "stand")
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
|
|
else
|
|
|
|
self:set_velocity( self.run_velocity)
|
|
|
|
self:set_animation( "run")
|
|
|
|
end
|
|
|
|
|
|
|
|
-- attack routines (explode, dogfight, shoot, dogshoot)
|
|
|
|
elseif self.state == "attack" then
|
|
|
|
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
local p = self.attack:get_pos() or s
|
|
|
|
|
|
|
|
-- stop attacking if player invisible or out of range
|
|
|
|
if not self.attack
|
|
|
|
or not self.attack:get_pos()
|
|
|
|
or not self:object_in_range(self.attack)
|
|
|
|
or self.attack:get_hp() <= 0
|
|
|
|
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
|
|
|
|
|
|
|
self.state = "stand"
|
|
|
|
self:set_velocity( 0)
|
|
|
|
self:set_animation( "stand")
|
|
|
|
self.attack = nil
|
|
|
|
self.v_start = false
|
|
|
|
self.timer = 0
|
|
|
|
self.blinktimer = 0
|
|
|
|
self.path.way = nil
|
|
|
|
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
-- calculate distance from mob and enemy
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
|
|
|
|
local vec = {
|
|
|
|
x = p.x - s.x,
|
|
|
|
z = p.z - s.z
|
|
|
|
}
|
|
|
|
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
|
|
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
|
|
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
|
|
|
|
local node_break_radius = self.explosion_radius or 1
|
|
|
|
local entity_damage_radius = self.explosion_damage_radius
|
|
|
|
or (node_break_radius * 2)
|
|
|
|
|
|
|
|
-- start timer when in reach and line of sight
|
|
|
|
if not self.v_start
|
|
|
|
and dist <= self.reach
|
|
|
|
and self:line_of_sight( s, p, 2) then
|
|
|
|
|
|
|
|
self.v_start = true
|
|
|
|
self.timer = 0
|
|
|
|
self.blinktimer = 0
|
|
|
|
self:mob_sound("fuse", nil, false)
|
|
|
|
|
|
|
|
-- stop timer if out of reach or direct line of sight
|
|
|
|
elseif self.allow_fuse_reset
|
|
|
|
and self.v_start
|
|
|
|
and (dist >= self.explosiontimer_reset_radius
|
|
|
|
or not self:line_of_sight( s, p, 2)) then
|
|
|
|
self.v_start = false
|
|
|
|
self.timer = 0
|
|
|
|
self.blinktimer = 0
|
|
|
|
self.blinkstatus = false
|
|
|
|
self:remove_texture_mod("^[brighten")
|
|
|
|
end
|
|
|
|
|
|
|
|
-- walk right up to player unless the timer is active
|
|
|
|
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
|
|
|
self:set_velocity( 0)
|
|
|
|
else
|
|
|
|
self:set_velocity( self.run_velocity)
|
|
|
|
end
|
|
|
|
|
|
|
|
if self.animation and self.animation.run_start then
|
|
|
|
self:set_animation( "run")
|
|
|
|
else
|
|
|
|
self:set_animation( "walk")
|
|
|
|
end
|
|
|
|
|
|
|
|
if self.v_start then
|
|
|
|
|
|
|
|
self.timer = self.timer + dtime
|
|
|
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
|
|
|
|
|
|
if self.blinktimer > 0.2 then
|
|
|
|
|
|
|
|
self.blinktimer = 0
|
|
|
|
|
|
|
|
if self.blinkstatus then
|
|
|
|
self:remove_texture_mod("^[brighten")
|
|
|
|
else
|
|
|
|
self:add_texture_mod("^[brighten")
|
|
|
|
end
|
|
|
|
|
|
|
|
self.blinkstatus = not self.blinkstatus
|
|
|
|
end
|
|
|
|
|
|
|
|
if self.timer > self.explosion_timer then
|
|
|
|
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
|
|
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
|
|
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
|
|
|
else
|
|
|
|
minetest.sound_play(self.sounds.explode, {
|
|
|
|
pos = pos,
|
|
|
|
gain = 1.0,
|
|
|
|
max_hear_distance = self.sounds.distance or 32
|
|
|
|
}, true)
|
|
|
|
self:entity_physics(pos,entity_damage_radius)
|
|
|
|
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
|
|
|
end
|
|
|
|
mcl_burning.extinguish(self.object)
|
|
|
|
self.object:remove()
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
elseif self.attack_type == "dogfight"
|
|
|
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
|
|
|
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
|
|
|
|
|
|
|
if self.fly
|
|
|
|
and dist > self.reach then
|
|
|
|
|
|
|
|
local p1 = s
|
|
|
|
local me_y = math.floor(p1.y)
|
|
|
|
local p2 = p
|
|
|
|
local p_y = math.floor(p2.y + 1)
|
|
|
|
local v = self.object:get_velocity()
|
|
|
|
|
|
|
|
if self:flight_check( s) then
|
|
|
|
|
|
|
|
if me_y < p_y then
|
|
|
|
|
|
|
|
self.object:set_velocity({
|
|
|
|
x = v.x,
|
|
|
|
y = 1 * self.walk_velocity,
|
|
|
|
z = v.z
|
|
|
|
})
|
|
|
|
|
|
|
|
elseif me_y > p_y then
|
|
|
|
|
|
|
|
self.object:set_velocity({
|
|
|
|
x = v.x,
|
|
|
|
y = -1 * self.walk_velocity,
|
|
|
|
z = v.z
|
|
|
|
})
|
|
|
|
end
|
|
|
|
else
|
|
|
|
if me_y < p_y then
|
|
|
|
|
|
|
|
self.object:set_velocity({
|
|
|
|
x = v.x,
|
|
|
|
y = 0.01,
|
|
|
|
z = v.z
|
|
|
|
})
|
|
|
|
|
|
|
|
elseif me_y > p_y then
|
|
|
|
|
|
|
|
self.object:set_velocity({
|
|
|
|
x = v.x,
|
|
|
|
y = -0.01,
|
|
|
|
z = v.z
|
|
|
|
})
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
-- rnd: new movement direction
|
|
|
|
if self.path.following
|
|
|
|
and self.path.way
|
|
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
|
|
|
|
-- no paths longer than 50
|
|
|
|
if #self.path.way > 50
|
|
|
|
or dist < self.reach then
|
|
|
|
self.path.following = false
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
|
|
|
|
if not p1 then
|
|
|
|
self.path.following = false
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
|
|
|
-- reached waypoint, remove it from queue
|
|
|
|
table.remove(self.path.way, 1)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- set new temporary target
|
|
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
|
|
end
|
|
|
|
|
|
|
|
local vec = {
|
|
|
|
x = p.x - s.x,
|
|
|
|
z = p.z - s.z
|
|
|
|
}
|
|
|
|
|
|
|
|
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
|
|
|
|
|
|
|
if p.x > s.x then yaw = yaw + math.pi end
|
|
|
|
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
|
|
|
|
-- move towards enemy if beyond mob reach
|
|
|
|
if dist > self.reach then
|
|
|
|
|
|
|
|
-- path finding by rnd
|
|
|
|
if self.pathfinding -- only if mob has pathfinding enabled
|
|
|
|
and enable_pathfinding then
|
|
|
|
|
|
|
|
self:smart_mobs(s, p, dist, dtime)
|
|
|
|
end
|
|
|
|
|
|
|
|
if self:is_at_cliff_or_danger() then
|
|
|
|
|
|
|
|
self:set_velocity( 0)
|
|
|
|
self:set_animation( "stand")
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
|
|
else
|
|
|
|
|
|
|
|
if self.path.stuck then
|
|
|
|
self:set_velocity( self.walk_velocity)
|
|
|
|
else
|
|
|
|
self:set_velocity( self.run_velocity)
|
|
|
|
end
|
|
|
|
|
|
|
|
if self.animation and self.animation.run_start then
|
|
|
|
self:set_animation( "run")
|
|
|
|
else
|
|
|
|
self:set_animation( "walk")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
else -- rnd: if inside reach range
|
|
|
|
|
|
|
|
self.path.stuck = false
|
|
|
|
self.path.stuck_timer = 0
|
|
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
|
|
|
|
self:set_velocity( 0)
|
|
|
|
|
|
|
|
if not self.custom_attack then
|
|
|
|
|
|
|
|
if self.timer > 1 then
|
|
|
|
|
|
|
|
self.timer = 0
|
|
|
|
|
|
|
|
if self.double_melee_attack
|
|
|
|
and math.random(1, 2) == 1 then
|
|
|
|
self:set_animation( "punch2")
|
|
|
|
else
|
|
|
|
self:set_animation( "punch")
|
|
|
|
end
|
|
|
|
|
|
|
|
local p2 = p
|
|
|
|
local s2 = s
|
|
|
|
|
|
|
|
p2.y = p2.y + .5
|
|
|
|
s2.y = s2.y + .5
|
|
|
|
|
|
|
|
if self:line_of_sight( p2, s2) == true then
|
|
|
|
|
|
|
|
-- play attack sound
|
|
|
|
self:mob_sound("attack")
|
|
|
|
|
|
|
|
-- punch player (or what player is attached to)
|
|
|
|
local attached = self.attack:get_attach()
|
|
|
|
if attached then
|
|
|
|
self.attack = attached
|
|
|
|
end
|
|
|
|
self.attack:punch(self.object, 1.0, {
|
|
|
|
full_punch_interval = 1.0,
|
|
|
|
damage_groups = {fleshy = self.damage}
|
|
|
|
}, nil)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
else -- call custom attack every second
|
|
|
|
if self.custom_attack
|
|
|
|
and self.timer > 1 then
|
|
|
|
|
|
|
|
self.timer = 0
|
|
|
|
|
|
|
|
self.custom_attack(self, p)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
elseif self.attack_type == "shoot"
|
|
|
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
|
|
|
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
|
|
|
|
|
|
|
p.y = p.y - .5
|
|
|
|
s.y = s.y + .5
|
|
|
|
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
local vec = {
|
|
|
|
x = p.x - s.x,
|
|
|
|
y = p.y - s.y,
|
|
|
|
z = p.z - s.z
|
|
|
|
}
|
|
|
|
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
|
|
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
|
|
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
|
|
|
|
local stay_away_from_player = vector.new(0,0,0)
|
|
|
|
|
|
|
|
--strafe back and fourth
|
|
|
|
|
|
|
|
--stay away from player so as to shoot them
|
|
|
|
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
|
|
|
self:set_animation( "shoot")
|
|
|
|
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
|
|
|
end
|
|
|
|
|
|
|
|
if self.strafes then
|
|
|
|
if not self.strafe_direction then
|
|
|
|
self.strafe_direction = 1.57
|
|
|
|
end
|
|
|
|
if math.random(40) == 1 then
|
|
|
|
self.strafe_direction = self.strafe_direction*-1
|
|
|
|
end
|
|
|
|
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
|
|
|
else
|
|
|
|
self:set_velocity( 0)
|
|
|
|
end
|
|
|
|
|
|
|
|
local p = self.object:get_pos()
|
|
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
|
|
|
|
if self.shoot_interval
|
|
|
|
and self.timer > self.shoot_interval
|
|
|
|
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
|
|
|
and math.random(1, 100) <= 60 then
|
|
|
|
|
|
|
|
self.timer = 0
|
|
|
|
self:set_animation( "shoot")
|
|
|
|
|
|
|
|
-- play shoot attack sound
|
|
|
|
self:mob_sound("shoot_attack")
|
|
|
|
|
|
|
|
-- Shoot arrow
|
|
|
|
if minetest.registered_entities[self.arrow] then
|
|
|
|
|
|
|
|
local arrow, ent
|
|
|
|
local v = 1
|
|
|
|
if not self.shoot_arrow then
|
|
|
|
self.firing = true
|
|
|
|
minetest.after(1, function()
|
|
|
|
self.firing = false
|
|
|
|
end)
|
|
|
|
arrow = minetest.add_entity(p, self.arrow)
|
|
|
|
ent = arrow:get_luaentity()
|
|
|
|
if ent.velocity then
|
|
|
|
v = ent.velocity
|
|
|
|
end
|
|
|
|
ent.switch = 1
|
|
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
|
|
|
|
|
|
-- important for mcl_shields
|
|
|
|
ent._shooter = self.object
|
|
|
|
ent._saved_shooter_pos = self.object:get_pos()
|
|
|
|
end
|
|
|
|
|
|
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
|
|
-- offset makes shoot aim accurate
|
|
|
|
vec.y = vec.y + self.shoot_offset
|
|
|
|
vec.x = vec.x * (v / amount)
|
|
|
|
vec.y = vec.y * (v / amount)
|
|
|
|
vec.z = vec.z * (v / amount)
|
|
|
|
if self.shoot_arrow then
|
|
|
|
vec = vector.normalize(vec)
|
|
|
|
self:shoot_arrow(p, vec)
|
|
|
|
else
|
|
|
|
arrow:set_velocity(vec)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
|
|
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|