Remove aggro for iron golem when out of range
parent
325de7f2cd
commit
655c130956
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@ -329,10 +329,7 @@ end
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-- find someone to attack
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function mob_class:monster_attack()
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if not damage_enabled
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or self.passive ~= false
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or self.state == "attack"
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or self:day_docile() then
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if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
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return
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end
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@ -341,9 +338,11 @@ function mob_class:monster_attack()
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local player, obj, min_player
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local type, name = "", ""
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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local blacklist_attack = {}
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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if not objs[n]:is_player() then
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obj = objs[n]:get_luaentity()
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@ -359,32 +358,29 @@ function mob_class:monster_attack()
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end
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for n = 1, #objs do
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if objs[n]:is_player() then
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if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
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type = ""
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elseif (self.type == "monster" or self._aggro) then
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-- self.aggro made player be attacked by npc again if out of range then back in again
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-- Does it serve a purpose other than that?
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player = objs[n]
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type = "player"
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name = "player"
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end
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else
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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-- find specific mob to attack, failing that attack player/npc/animal
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if specific_attack(self.specific_attack, name)
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and (type == "player" or ( type == "npc" and self.attack_npcs )
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or (type == "animal" and self.attack_animals == true)) then
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p = player:get_pos()
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sp = s
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@ -400,10 +396,9 @@ function mob_class:monster_attack()
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attacked_p = true
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end
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end
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-- choose closest player to attack
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if dist < min_dist
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and not attacked_p
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and self:line_of_sight( sp, p, 2) == true then
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if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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@ -434,11 +429,9 @@ function mob_class:npc_attack()
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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obj = objs[n]:get_luaentity()
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if obj and obj.type == "monster" then
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p = obj.object:get_pos()
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sp = s
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@ -448,8 +441,7 @@ function mob_class:npc_attack()
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p.y = p.y + 1
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sp.y = sp.y + 1
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if dist < min_dist
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and self:line_of_sight( sp, p, 2) == true then
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if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
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min_dist = dist
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min_player = obj.object
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end
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@ -796,14 +788,25 @@ end
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function mob_class:check_aggro(dtime)
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if not self._aggro or not self.attack then return end
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if not self._check_aggro_timer or self._check_aggro_timer > 5 then
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if not self._check_aggro_timer then
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self._check_aggro_timer = 0
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end
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if self._check_aggro_timer > 5 then
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self._check_aggro_timer = 0
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if self.attack then
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-- TODO consider removing this in favour of what is done in do_states_attack
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-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
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-- I do not think this code does anything. Are mobs still loaded in at 128?
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if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
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self._aggro = nil
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self.attack = nil
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self.state = "stand"
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end
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end
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end
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self._check_aggro_timer = self._check_aggro_timer + dtime
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end
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@ -823,7 +826,10 @@ function mob_class:do_states_attack (dtime)
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self.state = "stand"
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self:set_velocity( 0)
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self:set_animation( "stand")
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self.attack = nil
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self._aggro = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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