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Change creepers line of sight check to raycast and do it from eyes to targets feet and head
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@ -853,7 +853,8 @@ function mob_class:do_states_attack (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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local target_line_of_sight = self:line_of_sight(s, p, 2)
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local target_line_of_sight = self:target_visible(s)
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if not target_line_of_sight then
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if not target_line_of_sight then
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if self.target_time_lost then
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if self.target_time_lost then
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local time_since_seen = os.time() - self.target_time_lost
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local time_since_seen = os.time() - self.target_time_lost
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@ -76,6 +76,82 @@ function mob_class:is_node_waterhazard(nodename)
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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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local function raycast_line_of_sight (origin, target)
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local raycast = minetest.raycast(origin, target, false, true)
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local los_blocked = false
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for hitpoint in raycast do
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if hitpoint.type == "node" then
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--TODO type object could block vision, for example chests
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--minetest.log(dump(hitpoint.type))
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local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint))
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--minetest.log("ray node:" .. node.name)
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if node.name ~= "air" then
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local nodef = minetest.registered_nodes[node.name]
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if nodef and nodef.walkable then
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--minetest.log("walkable:" .. tostring(nodef.walkable))
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los_blocked = true
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break
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end
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end
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end
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end
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--minetest.log("los_blocked: " .. tostring(los_blocked))
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--minetest.log("visible: " .. tostring(not los_blocked))
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return not los_blocked
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end
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function mob_class:target_visible(origin)
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if not origin then return end
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if not self.attack then return end
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local target_pos = self.attack:get_pos()
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if not target_pos then return end
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local origin_eye_pos = vector.offset(origin, 0, self.head_eye_height, 0)
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--minetest.log("origin: " .. dump(origin))
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--minetest.log("origin_eye_pos: " .. dump(origin_eye_pos))
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local targ_head_height, targ_feet_height
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if self.attack:is_player() then
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local cbox = self.object:get_properties().collisionbox
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targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
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targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
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else
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targ_head_height = vector.offset(target_pos, 0, self.collisionbox[5], 0)
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targ_feet_height = vector.offset(target_pos, 0, self.collisionbox[2], 0)
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end
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--local target_line_of_sight = self:line_of_sight(origin_eye_pos, targ_head_height, 2)
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--local target_line_of_sight_feet = self:line_of_sight(origin_eye_pos, targ_feet_height, 2)
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--minetest.log("target_line_of_sight: " .. tostring(target_line_of_sight))
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--minetest.log("target_line_of_sight_feet: " .. tostring(target_line_of_sight_feet))
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--minetest.log("start targ_head_height: " .. dump(targ_head_height))
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if raycast_line_of_sight (origin_eye_pos, targ_head_height) then
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return true
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end
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--minetest.log("Start targ_feet_height: " .. dump(targ_feet_height))
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if raycast_line_of_sight (origin_eye_pos, targ_feet_height) then
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return true
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end
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-- TODO mid way between feet and head
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--minetest.log("target is not visible so return false")
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return false
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end
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-- check line of sight (BrunoMine)
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-- check line of sight (BrunoMine)
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function mob_class:line_of_sight(pos1, pos2, stepsize)
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function mob_class:line_of_sight(pos1, pos2, stepsize)
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@ -24,6 +24,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
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mesh = "mobs_mc_creeper.b3d",
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mesh = "mobs_mc_creeper.b3d",
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head_swivel = "Head_Control",
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head_swivel = "Head_Control",
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bone_eye_height = 2.35,
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bone_eye_height = 2.35,
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head_eye_height = 1.8;
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curiosity = 2,
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curiosity = 2,
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textures = {
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textures = {
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{"mobs_mc_creeper.png",
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{"mobs_mc_creeper.png",
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