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Merge pull request 'Fix ocelots and add in skittish mob behavior' (#1625) from jordan4ibanez/MineClone2:mineclone5 into mineclone5

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/1625
mineclone5
jordan4ibanez 2021-04-23 21:13:01 +00:00
commit 9486d1bf23
10 changed files with 76 additions and 21 deletions

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@ -337,6 +337,7 @@ function mobs:register_mob(name, def)
fall_slow = def.fall_slow, fall_slow = def.fall_slow,
projectile_cooldown_min = def.projectile_cooldown_min or 2, projectile_cooldown_min = def.projectile_cooldown_min or 2,
projectile_cooldown_max = def.projectile_cooldown_max or 6, projectile_cooldown_max = def.projectile_cooldown_max or 6,
skittish = def.skittish,
--end j4i stuff --end j4i stuff
-- MCL2 extensions -- MCL2 extensions

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@ -67,13 +67,26 @@ local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime) local land_state_switch = function(self, dtime)
--do math after sure not attacking or running away
self.state_timer = self.state_timer - dtime
--only run away
if self.skittish and self.state == "run" then
self.run_timer = self.run_timer - dtime
if self.run_timer > 0 then
return
end
--continue
end
--only attack
if self.hostile and self.attacking then if self.hostile and self.attacking then
self.state = "attack" self.state = "attack"
return return
end end
--do math after sure not attacking
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random() self.state_timer = math.random(4,10) + math.random()
@ -185,7 +198,37 @@ local land_state_execution = function(self,dtime)
elseif self.state == "run" then elseif self.state == "run" then
print("run") --do animation
mobs.set_mob_animation(self, "run")
--enable rotation locking
mobs.movement_rotation_lock(self)
--check for nodes to jump over
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
--this requires a mob to turn, removing the
--ease of a full implementation for it in a single
--function)
elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
--turn 45 degrees if so
quick_rotate(self,dtime)
--stop the mob so it doesn't fall off
mobs.set_velocity(self,0)
end
--only move forward if path is clear
if node_in_front_of == 0 or node_in_front_of == 1 then
--set the velocity of the mob
mobs.set_velocity(self,self.run_velocity)
end
elseif self.state == "attack" then elseif self.state == "attack" then
@ -652,7 +695,7 @@ mobs.mob_step = function(self, dtime)
self.object:remove() self.object:remove()
return false return false
end end
--do death logic (animation, poof, explosion, etc) --do death logic (animation, poof, explosion, etc)
if self.health <= 0 then if self.health <= 0 then

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@ -1,5 +1,6 @@
local minetest_after = minetest.after local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play local minetest_sound_play = minetest.sound_play
local minetest_dir_to_yaw = minetest.dir_to_yaw
local math_floor = math.floor local math_floor = math.floor
local math_min = math.min local math_min = math.min
@ -63,21 +64,24 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
return return
end end
--neutral passive mobs switch to neutral hostile --turn skittish mobs away and RUN
if self.neutral then if self.skittish then
--drop in variables for attacking (stops crash) self.state = "run"
self.attacking = hitter
self.punch_timer = 0
self.hostile = true self.run_timer = 5 --arbitrary 5 seconds
--hostile_cooldown timer is initialized here
self.hostile_cooldown_timer = self.hostile_cooldown
--initialize the group attack (check for other mobs in area, make them neutral hostile) local pos1 = self.object:get_pos()
if self.group_attack then pos1.y = 0
mobs.group_attack_initialization(self) local pos2 = hitter:get_pos()
end pos2.y = 0
local dir = vector_direction(pos2,pos1)
local yaw = minetest_dir_to_yaw(dir)
self.yaw = yaw
end end

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@ -17,7 +17,7 @@ mobs:register_mob("mobs_mc:chicken", {
xp_min = 1, xp_min = 1,
xp_max = 3, xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2}, collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
runaway = true, skittish = true,
fall_slow = true, fall_slow = true,
floats = 1, floats = 1,
visual = "mesh", visual = "mesh",

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@ -32,7 +32,7 @@ local cow_def = {
max = 2, max = 2,
looting = "common",}, looting = "common",},
}, },
runaway = true, skittish = true,
sounds = { sounds = {
random = "mobs_mc_cow", random = "mobs_mc_cow",
damage = "mobs_mc_cow_hurt", damage = "mobs_mc_cow_hurt",

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@ -90,6 +90,7 @@ local horse = {
rotate = 270, rotate = 270,
walk_velocity = 1, walk_velocity = 1,
run_velocity = 8, run_velocity = 8,
skittish = true,
visual_size = {x=3.0, y=3.0}, visual_size = {x=3.0, y=3.0},
collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825}, collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825},
animation = { animation = {

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@ -15,8 +15,11 @@ mobs:register_mob("mobs_mc:iron_golem", {
type = "npc", type = "npc",
spawn_class = "passive", spawn_class = "passive",
passive = true, passive = true,
rotate = 270,
hp_min = 100, hp_min = 100,
hp_max = 100, hp_max = 100,
protect = true,
neutral = true,
breath_max = -1, breath_max = -1,
collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.69, 0.7}, collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.69, 0.7},
visual = "mesh", visual = "mesh",
@ -39,7 +42,7 @@ mobs:register_mob("mobs_mc:iron_golem", {
reach = 3, reach = 3,
group_attack = true, group_attack = true,
attacks_monsters = true, attacks_monsters = true,
attack_type = "dogfight", attack_type = "punch",
drops = { drops = {
{name = mobs_mc.items.iron_ingot, {name = mobs_mc.items.iron_ingot,
chance = 1, chance = 1,

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@ -30,6 +30,8 @@ local ocelot = {
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
can_despawn = true, can_despawn = true,
rotate = 270,
skittish = true,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,
xp_min = 1, xp_min = 1,

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@ -5,7 +5,7 @@ local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:pig", { mobs:register_mob("mobs_mc:pig", {
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
runaway = true, skittish = true,
rotate = 270, rotate = 270,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,

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@ -62,6 +62,7 @@ mobs:register_mob("mobs_mc:sheep", {
hp_max = 8, hp_max = 8,
xp_min = 1, xp_min = 1,
xp_max = 3, xp_max = 3,
skittish = true,
collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.29, 0.45}, collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.29, 0.45},
rotate = 270, rotate = 270,
visual = "mesh", visual = "mesh",