Improve performance for head swivel check
parent
01c8009c6a
commit
ac4cd2c325
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@ -280,30 +280,55 @@ local function dir_to_pitch(dir)
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return -math.atan2(-dir.y, xz)
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return -math.atan2(-dir.y, xz)
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end
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end
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function mob_class:check_head_swivel(dtime)
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local function who_are_you_looking_at (self)
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if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
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local final_rotation = vector.new(0,0,0)
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local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
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local stop_look_at_player_chance = math.random(833/self.curiosity)
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if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
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-- was 10000 - div by 12 for avg entities as outside loop
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if not self._locked_object then
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if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
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local stop_look_at_player = stop_look_at_player_chance == 1
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self._locked_object = obj
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end
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else
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if math.random(10000/self.curiosity) == 1 then
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self._locked_object = nil
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end
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end
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end
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end
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if self.attack or self.following then
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if self.attack or self.following then
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self._locked_object = self.attack or self.following
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self._locked_object = self.attack or self.following
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elseif self._locked_object then
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if stop_look_at_player then
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--minetest.log("Stop look: ".. self.name)
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self._locked_object = nil
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end
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end
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elseif not self._locked_object then
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if math.random(1, 30) then
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--minetest.log("Change look check: ".. self.name)
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local look_at_player_chance = math.random(20/self.curiosity)
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-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
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-- then div by 20 as less freq lookup
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local look_at_player = look_at_player_chance == 1
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
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if obj:is_player() and vector.distance(pos,obj:get_pos()) < 4 then
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--minetest.log("Change look to player: ".. self.name)
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self._locked_object = obj
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break
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elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
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if look_at_player then
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--minetest.log("Change look to mob: ".. self.name)
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self._locked_object = obj
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break
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end
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end
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end
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end
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end
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end
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function mob_class:check_head_swivel(dtime)
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if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
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who_are_you_looking_at (self)
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local final_rotation = vector.new(0,0,0)
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local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
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if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
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local _locked_object_eye_height = 1.5
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local _locked_object_eye_height = 1.5
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@ -318,6 +343,7 @@ function mob_class:check_head_swivel(dtime)
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if self.object:get_attach() then
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if self.object:get_attach() then
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self_rot = self.object:get_attach():get_rotation()
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self_rot = self.object:get_attach():get_rotation()
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end
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end
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if self.rot then
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if self.rot then
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local player_pos = self._locked_object:get_pos()
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local player_pos = self._locked_object:get_pos()
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
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@ -346,7 +372,7 @@ function mob_class:check_head_swivel(dtime)
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elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
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elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
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final_rotation = vector.multiply(oldr, 0.9)
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final_rotation = vector.multiply(oldr, 0.9)
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else
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else
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final_rotation = vector.new(0,0,0)
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--final_rotation = vector.new(0,0,0)
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end
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end
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
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