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MineClone2/mods/ENTITIES/mcl_mobs/api/ai/fly.lua

215 lines
5.1 KiB
Lua

--[[
______ _
| ___| |
| |_ | |_ _
| _| | | | | |
| | | | |_| |
\_| |_|\__, |
__/ |
|___/
]]--
--[[
-- state switching logic (stand, walk, run, attacks)
local fly_state_list_wandering = {"stand", "fly"}
local function fly_state_switch(self, dtime)
if self.hostile and self.attacking then
self.state = "attack"
return
end
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(4, 10) + math.random()
self.state = fly_state_list_wandering[math.random(1, #fly_state_list_wandering)]
end
end
--check if a mob needs to turn while flying
local function fly_turn_check(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest.yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
return minetest.get_item_group(minetest.get_node(test_dir).name, "solid") ~= 0
end
--this is to swap the built in engine acceleration modifier
local function fly_physics_swapper(self, inside_fly_node)
--should be flyming, gravity is applied, switch to floating
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector.new(0, 0, 0))
--not be fly, gravity isn't applied, switch to falling
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector.new(0, -self.gravity, 0))
end
end
local random_pitch_multiplier = {-1, 1}
-- states are executed here
local function fly_state_execution(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local current_node = minetest.get_node(pos).name
local inside_fly_node = minetest.get_item_group(current_node, "solid") == 0
local float_now = false
--recheck if in water or lava
if minetest.get_item_group(current_node, "water") ~= 0 or minetest.get_item_group(current_node, "lava") ~= 0 then
inside_fly_node = false
float_now = true
end
--turn gravity on or off
fly_physics_swapper(self, inside_fly_node)
--fly properly if inside fly node
if inside_fly_node then
if self.state == "stand" then
--do animation
self:set_animation("stand")
self:set_fly_velocity(0)
if self.tilt_fly then
self:set_static_pitch()
end
self:lock_yaw()
elseif self.state == "fly" then
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1, 6) + math.random()
--set the mob into a random direction
self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math.random() * math.random(1, 3) * random_pitch_multiplier[math.random(1,2)]
end
--do animation
self:set_animation("walk")
--do a quick turn to make mob continuously move
--if in a bird cage or something
if fly_turn_check(self, dtime) then
quick_rotate(self, dtime)
end
if self.tilt_fly then
self:set_dynamic_pitch()
end
self:set_fly_velocity(self.walk_velocity)
--enable rotation locking
self:movement_rotation_lock()
elseif self.state == "attack" then
--execute mob attack type
--if self.attack_type == "explode" then
--mobs.explode_attack_fly(self, dtime)
--elseif self.attack_type == "punch" then
--mobs.punch_attack_fly(self,dtime)
if self.attack_type == "projectile" then
self:projectile_attack_fly(dtime)
end
end
else
--make the mob float
if self.floats and float_now then
self:set_velocity(0)
self:float()
if self.tilt_fly then
self:set_static_pitch()
end
end
end
end
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_fly_velocity = function(self, v)
local yaw = (self.yaw or 0)
local pitch = (self.pitch or 0)
if v == 0 then
pitch = 0
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -v),
y = pitch,
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--a quick and simple pitch calculation between two vector positions
mobs.calculate_pitch = function(pos1, pos2)
if pos1 == nil or pos2 == nil then
return false
end
return(minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
end
--make mobs fly up or down based on their y difference
mobs.set_pitch_while_attacking = function(self)
local pos1 = self.object:get_pos()
local pos2 = self.attacking:get_pos()
local pitch = mobs.calculate_pitch(pos2,pos1)
self.pitch = pitch
end
]]--