Massively overhaul enderman sight calculations
parent
9f7899c01a
commit
56f94af6ce
|
@ -329,31 +329,44 @@ mobs:register_mob("mobs_mc:enderman", {
|
||||||
end
|
end
|
||||||
-- Check to see if people are near by enough to look at us.
|
-- Check to see if people are near by enough to look at us.
|
||||||
for _,obj in pairs(minetest.get_connected_players()) do
|
for _,obj in pairs(minetest.get_connected_players()) do
|
||||||
-- Check if they are looking at us.
|
|
||||||
|
--check if they are within radius
|
||||||
local player_pos = obj:get_pos()
|
local player_pos = obj:get_pos()
|
||||||
if vector.distance(enderpos, player_pos) <= 64 then
|
if player_pos then -- prevent crashing in 1 in a million scenario
|
||||||
|
|
||||||
local look_dir_not_normalized = obj:get_look_dir()
|
local ender_distance = vector.distance(enderpos, player_pos)
|
||||||
local look_dir = vector.normalize(look_dir_not_normalized)
|
if ender_distance <= 64 then
|
||||||
local look_pos = vector.new({x = look_dir.x+player_pos.x, y = look_dir.y+player_pos.y + 1.5, z = look_dir.z+player_pos.z}) -- Arbitrary value (1.5) is head level according to player info mod.
|
|
||||||
-- Cast up to 64 to see if player is looking at enderman.
|
-- Check if they are looking at us.
|
||||||
for n = 1,64,.25 do
|
local look_dir_not_normalized = obj:get_look_dir()
|
||||||
local node = minetest.get_node(look_pos)
|
local look_dir = vector.normalize(look_dir_not_normalized)
|
||||||
if node.name ~= "air" then
|
local player_eye_height = obj:get_properties().eye_height
|
||||||
break
|
|
||||||
|
--skip player if they have no data - log it
|
||||||
|
if not player_eye_height then
|
||||||
|
minetest.log("error", "Enderman at location: ".. dump(enderpos).." has indexed a null player!")
|
||||||
|
goto continue
|
||||||
end
|
end
|
||||||
if look_pos.x-1<enderpos.x and look_pos.x+1>enderpos.x and look_pos.y-2.89<enderpos.y and look_pos.y-2>enderpos.y and look_pos.z-1<enderpos.z and look_pos.z+1>enderpos.z then
|
|
||||||
|
--calculate very quickly the exact location the player is looking
|
||||||
|
--within the distance between the two "heads" (player and enderman)
|
||||||
|
local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
|
||||||
|
local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
|
||||||
|
local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
|
||||||
|
look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
|
||||||
|
|
||||||
|
--if looking in general head position, turn hostile
|
||||||
|
if vector.distance(look_pos, ender_eye_pos) <= 0.4 then
|
||||||
self.provoked = "staring"
|
self.provoked = "staring"
|
||||||
self.attack = minetest.get_player_by_name(obj:get_player_name())
|
self.attack = minetest.get_player_by_name(obj:get_player_name())
|
||||||
break
|
break
|
||||||
else
|
else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
|
||||||
if self.provoked == "staring" then
|
if self.provoked == "staring" then
|
||||||
self.provoked = "broke_contact"
|
self.provoked = "broke_contact"
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
look_pos.x = look_pos.x + (.25 * look_dir.x)
|
|
||||||
look_pos.y = look_pos.y + (.25 * look_dir.y)
|
::continue:: -- this is a sweep over statement, this can be used to continue even when errors occurred
|
||||||
look_pos.z = look_pos.z + (.25 * look_dir.z)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
Loading…
Reference in New Issue