Make dungeon masters not shoot the walls with no reason

This commit is contained in:
Perttu Ahola 2011-10-16 19:39:20 +03:00
parent 143dce6672
commit 6470743e51
2 changed files with 24 additions and 17 deletions

@ -84,7 +84,6 @@ void TestSAO::step(float dtime, bool send_recommended)
if(m_timer1 < 0.0) if(m_timer1 < 0.0)
{ {
m_timer1 += 0.125; m_timer1 += 0.125;
//infostream<<"TestSAO: id="<<getId()<<" sending data"<<std::endl;
std::string data; std::string data;
@ -1091,8 +1090,10 @@ void MobV2SAO::step(float dtime, bool send_recommended)
f32 dist = m_base_position.getDistanceFrom(playerpos); f32 dist = m_base_position.getDistanceFrom(playerpos);
if(dist < BS*16) if(dist < BS*16)
{ {
if(myrand_range(0,2) == 0){ if(myrand_range(0,3) == 0){
infostream<<"ACTION: id="<<m_id<<" got randomly disturbed by " actionstream<<"Mob id="<<m_id<<" at "
<<PP(m_base_position/BS)
<<" got randomly disturbed by "
<<player->getName()<<std::endl; <<player->getName()<<std::endl;
m_disturbing_player = player->getName(); m_disturbing_player = player->getName();
m_disturb_timer = 0; m_disturb_timer = 0;
@ -1135,7 +1136,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
dir.normalize(); dir.normalize();
v3f speed = dir * BS * 10.0; v3f speed = dir * BS * 10.0;
v3f pos = m_base_position + shoot_pos; v3f pos = m_base_position + shoot_pos;
infostream<<__FUNCTION_NAME<<": Shooting fireball from "<<PP(pos) infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
<<" shooting fireball from "<<PP(pos)
<<" at speed "<<PP(speed)<<std::endl; <<" at speed "<<PP(speed)<<std::endl;
Settings properties; Settings properties;
properties.set("looks", "fireball"); properties.set("looks", "fireball");
@ -1152,7 +1154,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
//m_env->addActiveObjectAsStatic(obj); //m_env->addActiveObjectAsStatic(obj);
m_env->addActiveObject(obj); m_env->addActiveObject(obj);
} else { } else {
infostream<<__FUNCTION_NAME<<": Unknown shoot_type="<<shoot_type infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
<<": Unknown shoot_type="<<shoot_type
<<std::endl; <<std::endl;
} }
} }
@ -1163,16 +1166,23 @@ void MobV2SAO::step(float dtime, bool send_recommended)
if(m_disturb_timer <= 15.0) if(m_disturb_timer <= 15.0)
reload_time = 3.0; reload_time = 3.0;
bool shoot_without_player = false;
if(m_properties->getBool("mindless_rage"))
shoot_without_player = true;
if(!m_shooting && m_shoot_reload_timer >= reload_time && if(!m_shooting && m_shoot_reload_timer >= reload_time &&
!m_next_pos_exists) !m_next_pos_exists &&
(m_disturb_timer <= 60.0 || shoot_without_player))
{ {
m_shoot_y = 0; m_shoot_y = 0;
if(m_disturb_timer < 30.0 && disturbing_player && if(m_disturb_timer < 60.0 && disturbing_player &&
disturbing_player_distance < 16*BS && disturbing_player_distance < 16*BS &&
fabs(disturbing_player_norm.Y) < 0.8){ fabs(disturbing_player_norm.Y) < 0.8){
m_yaw = disturbing_player_dir; m_yaw = disturbing_player_dir;
sendPosition(); sendPosition();
m_shoot_y += disturbing_player_norm.Y; m_shoot_y += disturbing_player_norm.Y;
} else {
m_shoot_y = 0.01 * myrand_range(-30,10);
} }
m_shoot_reload_timer = 0.0; m_shoot_reload_timer = 0.0;
m_shooting = true; m_shooting = true;
@ -1229,7 +1239,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
m_base_position = pos_f; m_base_position = pos_f;
if((pos_f - next_pos_f).getLength() < 0.1 || arrived){ if((pos_f - next_pos_f).getLength() < 0.1 || arrived){
//infostream<<"id="<<m_id<<": arrived to "<<PP(m_next_pos_i)<<std::endl; verbosestream<<"Mob id="<<m_id<<": arrived to "
<<PP(m_next_pos_i)<<std::endl;
m_next_pos_exists = false; m_next_pos_exists = false;
} }
} }
@ -1271,16 +1282,10 @@ void MobV2SAO::step(float dtime, bool send_recommended)
} }
u32 order[3*3*3]; u32 order[3*3*3];
get_random_u32_array(order, num_dps); get_random_u32_array(order, num_dps);
/*infostream<<"At pos "<<PP(pos_i)<<"; Random array: ";
for(int i=0; i<num_dps; i++){
infostream<<order[i]<<" ";
}
infostream<<std::endl;*/
for(int i=0; i<num_dps; i++){ for(int i=0; i<num_dps; i++){
v3s16 p = dps[order[i]] + pos_i; v3s16 p = dps[order[i]] + pos_i;
bool is_free = checkFreeAndWalkablePosition(map, bool is_free = checkFreeAndWalkablePosition(map,
p + pos_size_off, size_blocks); p + pos_size_off, size_blocks);
//infostream<<PP(p)<<" is_free="<<is_free<<std::endl;
if(!is_free) if(!is_free)
continue; continue;
m_next_pos_i = p; m_next_pos_i = p;
@ -1310,7 +1315,7 @@ void MobV2SAO::step(float dtime, bool send_recommended)
} }
else else
{ {
infostream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\"" errorstream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
<<m_move_type<<"\""<<std::endl; <<m_move_type<<"\""<<std::endl;
} }
@ -1329,7 +1334,7 @@ u16 MobV2SAO::punch(const std::string &toolname, v3f dir,
assert(m_env); assert(m_env);
Map *map = &m_env->getMap(); Map *map = &m_env->getMap();
infostream<<"ACTION: "<<playername<<" punches id="<<m_id actionstream<<playername<<" punches mob id="<<m_id
<<" with a \""<<toolname<<"\" at " <<" with a \""<<toolname<<"\" at "
<<PP(m_base_position/BS)<<std::endl; <<PP(m_base_position/BS)<<std::endl;
@ -1405,6 +1410,7 @@ void MobV2SAO::setPropertyDefaults()
m_properties->setDefault("size", "(1,2)"); m_properties->setDefault("size", "(1,2)");
m_properties->setDefault("shoot_type", "fireball"); m_properties->setDefault("shoot_type", "fireball");
m_properties->setDefault("shoot_y", "0"); m_properties->setDefault("shoot_y", "0");
m_properties->setDefault("mindless_rage", "false");
} }
void MobV2SAO::readProperties() void MobV2SAO::readProperties()
{ {

@ -657,6 +657,7 @@ static void getMob_dungeon_master(Settings &properties)
properties.set("player_hit_damage", "1"); properties.set("player_hit_damage", "1");
properties.set("player_hit_distance", "1.0"); properties.set("player_hit_distance", "1.0");
properties.set("player_hit_interval", "0.5"); properties.set("player_hit_interval", "0.5");
properties.setBool("mindless_rage", myrand_range(0,100)==0);
} }
void ServerEnvironment::step(float dtime) void ServerEnvironment::step(float dtime)
@ -866,7 +867,7 @@ void ServerEnvironment::step(float dtime)
// TODO: Implement usage of ActiveBlockModifier // TODO: Implement usage of ActiveBlockModifier
// Find out how many objects the block contains // Find out how many objects the block contains
u32 active_object_count = block->m_static_objects.m_active.size(); //u32 active_object_count = block->m_static_objects.m_active.size();
// Find out how many objects this and all the neighbors contain // Find out how many objects this and all the neighbors contain
u32 active_object_count_wider = 0; u32 active_object_count_wider = 0;
for(s16 x=-1; x<=1; x++) for(s16 x=-1; x<=1; x++)