Fix mobs collision system only running during movement - major overhaul with ai disabled
parent
2456e3cd1e
commit
67c40885ef
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@ -374,14 +374,8 @@ end
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-- move mob in facing direction
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local set_velocity = function(self, v)
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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--if self.pushable then
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--c_x, c_y = unpack(collision(self))
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--end
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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@ -395,12 +389,6 @@ local set_velocity = function(self, v)
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y = self.object:get_velocity().y,
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z = (math_cos(yaw) * v) + c_y,
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})
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if self.pushable then
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--c_x, c_y = unpack(collision(self))
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collision(self)
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end
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end
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@ -3587,6 +3575,7 @@ end
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-- main mob function
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local mob_step = function(self, dtime)
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--[[
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime)
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end
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@ -3745,6 +3734,7 @@ local mob_step = function(self, dtime)
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end
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end
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-- Add water flowing for mobs from mcl_item_entity
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local p, node, nn, def
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p = self.object:get_pos()
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@ -3756,10 +3746,11 @@ local mob_step = function(self, dtime)
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-- Move item around on flowing liquids
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if def and def.liquidtype == "flowing" then
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]]--
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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--[[
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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@ -3815,6 +3806,13 @@ local mob_step = function(self, dtime)
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end
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end
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end
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]]--
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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--c_x, c_y = unpack(collision(self))
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collision(self)
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end
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end
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