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5f4b2def47
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05d6a283a0
@ -12,14 +12,7 @@ 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 atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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local atan2 = math.atan2
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local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
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@ -64,7 +57,7 @@ function mob_class:is_node_waterhazard(nodename)
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then
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if minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].drowning or 0) > 0 then
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if self.breath_max ~= -1 then
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-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
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-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
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@ -223,15 +216,19 @@ function mob_class:can_jump_cliff()
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--is there nothing under the block in front? if so jump the gap.
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local nodLow = node_ok({
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x = pos.x + dir_x-0.6,
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x = pos.x + dir_x*0.6,
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y = pos.y - 0.5,
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z = pos.z + dir_z-0.6
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z = pos.z + dir_z*0.6
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}, "air")
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-- next is solid, no need to jump
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if minetest.registered_nodes[nodLow.name] and minetest.registered_nodes[nodLow.name].walkable == true then
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return false
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end
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local nodFar = node_ok({
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x = pos.x + dir_x*2,
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x = pos.x + dir_x*1.6,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2
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z = pos.z + dir_z*1.6
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}, "air")
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local nodFar2 = node_ok({
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@ -239,28 +236,23 @@ function mob_class:can_jump_cliff()
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y = pos.y - 0.5,
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z = pos.z + dir_z*2.5
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}, "air")
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-- TODO: also check there is air above these nodes?
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if minetest.registered_nodes[nodLow.name]
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and minetest.registered_nodes[nodLow.name].walkable ~= true
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and (minetest.registered_nodes[nodFar.name]
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and minetest.registered_nodes[nodFar.name].walkable == true
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or minetest.registered_nodes[nodFar2.name]
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and minetest.registered_nodes[nodFar2.name].walkable == true)
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-- some place to land on
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if (minetest.registered_nodes[nodFar.name] and minetest.registered_nodes[nodFar.name].walkable == true)
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or (minetest.registered_nodes[nodFar2.name] and minetest.registered_nodes[nodFar2.name].walkable == true)
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then
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--disable fear heigh while we make our jump
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--disable fear height while we make our jump
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self._jumping_cliff = true
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minetest.after(1, function()
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-- minetest.log("Jumping cliff: " .. self.name)
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minetest.after(.01, function()
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if self and self.object then
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self._jumping_cliff = false
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end
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end)
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return true
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else
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self._jumping_cliff = false
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return false
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end
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end
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@ -270,10 +262,12 @@ function mob_class:is_at_cliff_or_danger()
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if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
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return false
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end
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if self.fly then -- also avoids checking fish
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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@ -283,19 +277,23 @@ function mob_class:is_at_cliff_or_danger()
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vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
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if free_fall then
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return true
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else
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return math.random() < 0.99 -- sometimes mobs make mistakes
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end
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-- avoid routes where we cannot get back, be reluctant to drop
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local height = ypos + 0.5 - blocker.y
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if height > 1.25 and math.random() < (self.jump_height or 4) / 4 / height / height then
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-- minetest.log("Avoiding drop of "..height.." chance "..((self.jump_height or 4) / 4 / height))
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return
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end
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local bnode = minetest.get_node(blocker)
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local danger = self:is_node_dangerous(bnode.name)
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local danger = self:is_node_dangerous(bnode.name) or self:is_node_waterhazard(bnode.name)
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if danger then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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return false
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end
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end
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end
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--local def = minetest.registered_nodes[bnode.name]
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--if def and def.walkable then
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-- return false
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--end
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return false
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end
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@ -305,7 +303,10 @@ end
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function mob_class:is_at_water_danger()
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if self.water_damage == 0 and self.breath_max == -1 then
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--minetest.log("Do not need a water check for: " .. self.name)
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return
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return false
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end
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if self.fly then -- also avoids checking fish
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return false
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end
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local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
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@ -318,11 +319,11 @@ function mob_class:is_at_water_danger()
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local pos = self.object:get_pos()
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if not yaw or not pos then
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return
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return false
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end
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25)
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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@ -356,7 +357,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
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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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if math.random(1, 10) <= 7 then
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if math.random() <= 0.8 then
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if self.state ~= "stand" then
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self:set_velocity(0)
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self.state = "stand"
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@ -684,7 +685,7 @@ function mob_class:check_runaway_from()
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z = lp.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
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local yaw = (atan2(vec.z, vec.x) + 3 *math.pi/ 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + math.pi
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@ -752,7 +753,7 @@ function mob_class:check_follow()
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z = p.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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local yaw = (atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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self:set_yaw( yaw, 2.35)
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@ -818,7 +819,7 @@ function mob_class:go_to_pos(b)
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return true
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end
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local v = { x = b.x - s.x, z = b.z - s.z }
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local yaw = (atann(v.z / v.x) +math.pi/ 2) - self.rotate
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local yaw = (atan2(v.z, v.x) +math.pi/ 2) - self.rotate
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if b.x > s.x then yaw = yaw +math.pi end
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self.object:set_yaw(yaw)
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self:set_velocity(self.follow_velocity)
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@ -883,8 +884,8 @@ function mob_class:do_states_walk()
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local is_in_danger = false
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if lp then
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-- If mob in or on dangerous block, look for land
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if (self:is_node_dangerous(self.standing_in) or
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self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
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if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in)
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or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then
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is_in_danger = true
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-- If mob in or on dangerous block, look for land
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@ -905,7 +906,7 @@ function mob_class:do_states_walk()
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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yaw = (atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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@ -936,10 +937,7 @@ function mob_class:do_states_walk()
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end
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-- stand for great fall or danger or fence in front
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local cliff_or_danger = false
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if is_in_danger then
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cliff_or_danger = self:is_at_cliff_or_danger()
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end
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local cliff_or_danger = is_in_danger or self:is_at_cliff_or_danger()
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if self.facing_fence == true
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or cliff_or_danger
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or math.random(1, 100) <= 30 then
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@ -987,7 +985,7 @@ function mob_class:do_states_stand(player_in_active_range)
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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yaw = (atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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else
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@ -1012,7 +1010,7 @@ function mob_class:do_states_stand(player_in_active_range)
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if self.walk_chance ~= 0
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and self.facing_fence ~= true
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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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and not self:is_at_cliff_or_danger() then
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self:set_velocity(self.walk_velocity)
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self.state = "walk"
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