1
0
Fork 0

Add in detect_players_in_area

mineclone5
jordan4ibanez 2021-04-20 16:39:05 -04:00
parent 3d776138e9
commit ac08c6991c
2 changed files with 69 additions and 1 deletions

View File

@ -597,7 +597,14 @@ mobs.mob_step = function(self, dtime)
if self.hostile then
print("I'm a bad boi")
--true for line_of_sight is debug
--10 for radius is debug
--1 for eye height adjust is debug
local attacking = mobs.detect_players_in_area(self,true,10,1)
if attacking then
print(attacking:get_player_name())
end
end
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)

View File

@ -1,3 +1,7 @@
local minetest_line_of_sight = minetest.line_of_sight
local vector_new = vector.new
-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
@ -9,4 +13,61 @@ local do_tnt = function(obj, damage)
return false, true, {}
end
--a fast function to be able to detect only players without using objects_in_radius
mobs.detect_players_in_area = function(self, line_of_sight, radius, object_height_adder)
line_of_sight = line_of_sight or true --fallback line_of_sight
radius = radius or 10 -- fallback radius
object_height_adder = object_height_adder or 0 --fallback entity (y height) addition for line of sight
local pos1 = self.object:get_pos()
local players_in_area = {}
local winner_player = nil
local players_detected = 0
--get players in radius
for _,player in pairs(minetest.get_connected_players()) do
if player and player:get_hp() > 0 then
local pos2 = player:get_pos()
local distance = vector.distance(pos1,pos2)
if distance <= radius then
if line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest_line_of_sight(
vector_new(pos1.x, pos1.y + object_height_adder, pos1.z),
vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z)
) then
players_detected = players_detected + 1
players_in_area[player] = distance
end
else
players_detected = players_detected + 1
players_in_area[player] = distance
end
end
end
end
--return if there's no one near by
if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
return nil
end
--do a default radius max
local shortest_disance = radius + 1
--sort through players and find the closest player
for player,distance in pairs(players_in_area) do
if distance < shortest_disance then
shortest_disance = distance
winner_player = player
end
end
return(winner_player)
end