forked from Mirrorlandia_minetest/minetest
Make dungeon masters not shoot the walls with no reason
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parent
143dce6672
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6470743e51
@ -84,7 +84,6 @@ void TestSAO::step(float dtime, bool send_recommended)
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if(m_timer1 < 0.0)
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{
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m_timer1 += 0.125;
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//infostream<<"TestSAO: id="<<getId()<<" sending data"<<std::endl;
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std::string data;
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@ -1091,8 +1090,10 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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f32 dist = m_base_position.getDistanceFrom(playerpos);
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if(dist < BS*16)
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{
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if(myrand_range(0,2) == 0){
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infostream<<"ACTION: id="<<m_id<<" got randomly disturbed by "
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if(myrand_range(0,3) == 0){
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actionstream<<"Mob id="<<m_id<<" at "
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<<PP(m_base_position/BS)
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<<" got randomly disturbed by "
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<<player->getName()<<std::endl;
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m_disturbing_player = player->getName();
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m_disturb_timer = 0;
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@ -1135,7 +1136,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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dir.normalize();
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v3f speed = dir * BS * 10.0;
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v3f pos = m_base_position + shoot_pos;
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infostream<<__FUNCTION_NAME<<": Shooting fireball from "<<PP(pos)
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infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
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<<" shooting fireball from "<<PP(pos)
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<<" at speed "<<PP(speed)<<std::endl;
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Settings properties;
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properties.set("looks", "fireball");
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@ -1152,7 +1154,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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//m_env->addActiveObjectAsStatic(obj);
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m_env->addActiveObject(obj);
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} else {
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infostream<<__FUNCTION_NAME<<": Unknown shoot_type="<<shoot_type
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infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
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<<": Unknown shoot_type="<<shoot_type
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<<std::endl;
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}
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}
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@ -1163,16 +1166,23 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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if(m_disturb_timer <= 15.0)
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reload_time = 3.0;
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bool shoot_without_player = false;
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if(m_properties->getBool("mindless_rage"))
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shoot_without_player = true;
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if(!m_shooting && m_shoot_reload_timer >= reload_time &&
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!m_next_pos_exists)
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!m_next_pos_exists &&
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(m_disturb_timer <= 60.0 || shoot_without_player))
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{
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m_shoot_y = 0;
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if(m_disturb_timer < 30.0 && disturbing_player &&
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if(m_disturb_timer < 60.0 && disturbing_player &&
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disturbing_player_distance < 16*BS &&
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fabs(disturbing_player_norm.Y) < 0.8){
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m_yaw = disturbing_player_dir;
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sendPosition();
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m_shoot_y += disturbing_player_norm.Y;
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} else {
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m_shoot_y = 0.01 * myrand_range(-30,10);
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}
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m_shoot_reload_timer = 0.0;
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m_shooting = true;
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@ -1229,7 +1239,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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m_base_position = pos_f;
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if((pos_f - next_pos_f).getLength() < 0.1 || arrived){
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//infostream<<"id="<<m_id<<": arrived to "<<PP(m_next_pos_i)<<std::endl;
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verbosestream<<"Mob id="<<m_id<<": arrived to "
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<<PP(m_next_pos_i)<<std::endl;
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m_next_pos_exists = false;
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}
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}
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@ -1271,16 +1282,10 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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}
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u32 order[3*3*3];
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get_random_u32_array(order, num_dps);
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/*infostream<<"At pos "<<PP(pos_i)<<"; Random array: ";
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for(int i=0; i<num_dps; i++){
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infostream<<order[i]<<" ";
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}
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infostream<<std::endl;*/
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for(int i=0; i<num_dps; i++){
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v3s16 p = dps[order[i]] + pos_i;
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bool is_free = checkFreeAndWalkablePosition(map,
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p + pos_size_off, size_blocks);
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//infostream<<PP(p)<<" is_free="<<is_free<<std::endl;
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if(!is_free)
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continue;
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m_next_pos_i = p;
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@ -1310,7 +1315,7 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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}
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else
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{
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infostream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
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errorstream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
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<<m_move_type<<"\""<<std::endl;
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}
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@ -1329,7 +1334,7 @@ u16 MobV2SAO::punch(const std::string &toolname, v3f dir,
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assert(m_env);
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Map *map = &m_env->getMap();
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infostream<<"ACTION: "<<playername<<" punches id="<<m_id
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actionstream<<playername<<" punches mob id="<<m_id
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<<" with a \""<<toolname<<"\" at "
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<<PP(m_base_position/BS)<<std::endl;
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@ -1405,6 +1410,7 @@ void MobV2SAO::setPropertyDefaults()
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m_properties->setDefault("size", "(1,2)");
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m_properties->setDefault("shoot_type", "fireball");
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m_properties->setDefault("shoot_y", "0");
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m_properties->setDefault("mindless_rage", "false");
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}
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void MobV2SAO::readProperties()
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{
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@ -657,6 +657,7 @@ static void getMob_dungeon_master(Settings &properties)
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properties.set("player_hit_damage", "1");
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properties.set("player_hit_distance", "1.0");
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properties.set("player_hit_interval", "0.5");
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properties.setBool("mindless_rage", myrand_range(0,100)==0);
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}
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void ServerEnvironment::step(float dtime)
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@ -866,7 +867,7 @@ void ServerEnvironment::step(float dtime)
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// TODO: Implement usage of ActiveBlockModifier
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// Find out how many objects the block contains
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u32 active_object_count = block->m_static_objects.m_active.size();
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//u32 active_object_count = block->m_static_objects.m_active.size();
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// Find out how many objects this and all the neighbors contain
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u32 active_object_count_wider = 0;
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for(s16 x=-1; x<=1; x++)
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