Assorted `spawn_children_on_die` fixes.
* Use proper vector semantics. * Optimize away superfluous temp variables and repetitive local variable declarations.water_footstep
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95cbac78a8
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ea19f02e14
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@ -11,30 +11,31 @@ local S = minetest.get_translator("mobs_mc")
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-- eject_speed: Initial speed of child mob away from "mother" mob
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local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
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return function(self, pos)
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local angle, posadd, newpos, dir
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local posadd, newpos, dir
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if not eject_speed then
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eject_speed = 1
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end
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local mndef = minetest.registered_nodes[minetest.get_node(pos).name]
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local mother_stuck = mndef and mndef.walkable
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angle = math.random(0, math.pi*2)
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local angle = math.random(0, math.pi*2)
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local children = {}
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local spawn_count = math.random(2, 4)
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for i = 1, spawn_count do
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dir = {x=math.cos(angle),y=0,z=math.sin(angle)}
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posadd = vector.multiply(vector.normalize(dir), spawn_distance)
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newpos = vector.add(pos, posadd)
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dir = vector.new(math.cos(angle), 0, math.sin(angle))
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posadd = vector.normalize(dir) * spawn_distance
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newpos = pos + posadd
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-- If child would end up in a wall, use position of the "mother", unless
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-- the "mother" was stuck as well
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local speed_penalty = 1
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if not mother_stuck then
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local cndef = minetest.registered_nodes[minetest.get_node(newpos).name]
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if (not mother_stuck) and cndef and cndef.walkable then
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if cndef and cndef.walkable then
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newpos = pos
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speed_penalty = 0.5
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eject_speed = eject_speed * 0.5
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end
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end
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local mob = minetest.add_entity(newpos, child_mob)
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if (not mother_stuck) then
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mob:set_velocity(vector.multiply(dir, eject_speed * speed_penalty))
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if not mother_stuck then
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mob:set_velocity(dir * eject_speed)
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end
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mob:set_yaw(angle - math.pi/2)
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table.insert(children, mob)
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@ -43,10 +44,11 @@ local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
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-- If mother was murdered, children attack the killer after 1 second
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if self.state == "attack" then
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minetest.after(1.0, function(children, enemy)
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local child, le
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for c = 1, #children do
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local child = children[c]
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local le = child:get_luaentity()
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if le ~= nil then
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child = children[c]
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le = childdren[c]:get_luaentity()
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if le then
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le.state = "attack"
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le.attack = enemy
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end
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