Optimise do states and env danger check
parent
3d1fb8cf4a
commit
f326fa620f
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@ -316,7 +316,7 @@ end
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-- execute current state (stand, walk, run, attacks)
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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-- returns true if mob has died
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function mob_class:do_states(dtime)
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function mob_class:do_states(dtime, player_in_active_range)
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--if self.can_open_doors then check_doors(self) end
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--if self.can_open_doors then check_doors(self) end
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-- knockback timer. set in on_punch
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-- knockback timer. set in on_punch
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@ -325,7 +325,7 @@ function mob_class:do_states(dtime)
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return
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return
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end
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end
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self:env_danger_movement_checks (dtime)
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self:env_danger_movement_checks(player_in_active_range)
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if self.state == PATHFINDING then
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if self.state == PATHFINDING then
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self:check_gowp(dtime)
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self:check_gowp(dtime)
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@ -336,7 +336,7 @@ function mob_class:do_states(dtime)
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else
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else
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if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
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if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
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if self.state == "stand" then
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if self.state == "stand" then
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self:do_states_stand()
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self:do_states_stand(player_in_active_range)
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elseif self.state == "walk" then
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elseif self.state == "walk" then
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self:do_states_walk()
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self:do_states_walk()
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elseif self.state == "runaway" then
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elseif self.state == "runaway" then
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@ -452,7 +452,7 @@ local function on_step_work (self, dtime)
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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:do_states(dtime) then return end
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if self:do_states(dtime, player_in_active_range) then return end
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if mobs_debug then self:update_tag() end
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if mobs_debug then self:update_tag() end
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@ -6,6 +6,8 @@ local FLOP_HOR_SPEED = 1.5
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local CHECK_HERD_FREQUENCY = 4
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local CHECK_HERD_FREQUENCY = 4
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local PATHFINDING = "gowp"
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local node_snow = "mcl_core:snow"
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local node_snow = "mcl_core:snow"
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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@ -279,10 +281,19 @@ function mob_class:is_at_water_danger()
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return false
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return false
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end
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end
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function mob_class:env_danger_movement_checks(dtime)
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function mob_class:env_danger_movement_checks(player_in_active_range)
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local yaw = 0
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local yaw = 0
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if self.state ~= "attack" and self:is_at_water_danger() then
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if not player_in_active_range then return end
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if self.state == PATHFINDING
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or self.state == "attack"
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or self.state == "stand"
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or self.state == "runaway" then
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return
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end
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if self:is_at_water_danger() then
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--minetest.log("At water danger for mob, stop?: " .. self.name)
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--minetest.log("At water danger for mob, stop?: " .. self.name)
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if math.random(1, 10) <= 7 then
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if math.random(1, 10) <= 7 then
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if self.state ~= "stand" then
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if self.state ~= "stand" then
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@ -884,7 +895,7 @@ function mob_class:do_states_walk()
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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:do_states_stand()
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function mob_class:do_states_stand(player_in_active_range)
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local yaw = self.object:get_yaw() or 0
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local yaw = self.object:get_yaw() or 0
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if math.random(1, 4) == 1 then
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if math.random(1, 4) == 1 then
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@ -928,14 +939,16 @@ function mob_class:do_states_stand()
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if self.order == "stand" or self.order == "sleep" or self.order == "work" then
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if self.order == "stand" or self.order == "sleep" or self.order == "work" then
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else
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else
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if self.walk_chance ~= 0
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if player_in_active_range then
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and self.facing_fence ~= true
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if self.walk_chance ~= 0
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and math.random(1, 100) <= self.walk_chance
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and self.facing_fence ~= true
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and self:is_at_cliff_or_danger() == false then
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and math.random(1, 100) <= self.walk_chance
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and self:is_at_cliff_or_danger() == false then
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self:set_velocity(self.walk_velocity)
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self:set_velocity(self.walk_velocity)
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self.state = "walk"
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self.state = "walk"
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self:set_animation( "walk")
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self:set_animation( "walk")
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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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end
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