Finish creeper movement ai and move jump_check into environment
parent
cd6f07537f
commit
0b763f54b5
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@ -53,40 +53,6 @@ local cliff_check = function(self,dtime)
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return free_fall
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end
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--check if a mob needs to jump
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local jump_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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--only jump if there's a node and a non-solid node above it
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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test_dir.y = test_dir.y + 1
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local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0
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if green_flag_1 and green_flag_2 then
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--can jump over node
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return(1)
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elseif green_flag_1 and not green_flag_2 then
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--wall in front of mob
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return(2)
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end
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--nothing to jump over
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return(0)
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end
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-- state switching logic (stand, walk, run, attacks)
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local land_state_list_wandering = {"stand", "walk"}
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@ -157,7 +123,7 @@ local land_state_execution = function(self,dtime)
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mobs.movement_rotation_lock(self)
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--check for nodes to jump over
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local node_in_front_of = jump_check(self)
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local node_in_front_of = mobs.jump_check(self)
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if node_in_front_of == 1 then
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@ -34,7 +34,14 @@ mobs.explode_attack_walk = function(self,dtime)
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self.explosion_animation = self.explosion_animation + (dtime/2)
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print(self.explosion_animation)
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end
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--make explosive mobs jump
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--check for nodes to jump over
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--explosive mobs will just ride against walls for now
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local node_in_front_of = mobs.jump_check(self)
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if node_in_front_of == 1 then
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mobs.jump(self)
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end
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@ -1,6 +1,11 @@
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local minetest_line_of_sight = minetest.line_of_sight
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_node = minetest.get_node
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local minetest_get_item_group = minetest.get_item_group
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local vector_new = vector.new
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local vector_multiply = vector.multiply
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-- default function when mobs are blown up with TNT
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local do_tnt = function(obj, damage)
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@ -71,3 +76,37 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius,
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return(winner_player)
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end
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--check if a mob needs to jump
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mobs.jump_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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--only jump if there's a node and a non-solid node above it
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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test_dir.y = test_dir.y + 1
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local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0
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if green_flag_1 and green_flag_2 then
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--can jump over node
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return(1)
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elseif green_flag_1 and not green_flag_2 then
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--wall in front of mob
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return(2)
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end
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--nothing to jump over
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return(0)
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end
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@ -151,6 +151,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
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"mobs_mc_creeper_charge.png"},
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},
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visual_size = {x=3, y=3},
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rotate = 270,
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sounds = {
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attack = "tnt_ignite",
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death = "mobs_mc_creeper_death",
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