mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-04 16:53:46 +01:00
parent
114a7d2b17
commit
1ac53b9c2a
@ -18,8 +18,11 @@ local sin = math.sin
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local cos = math.cos
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local atan2 = math.atan2
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local abs = math.abs
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local floor = math.floor
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local PI = math.pi
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local TWOPI = 2 * math.pi
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local PIHALF = 0.5 * math.pi
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local PIQUARTER = 0.25 * math.pi
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local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
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@ -200,7 +203,6 @@ function mob_class:line_of_sight(pos1, pos2, stepsize)
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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@ -209,40 +211,21 @@ end
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function mob_class:can_jump_cliff()
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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local v = self.object:get_velocity()
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local v2 = abs(v.x)+abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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-- where is front
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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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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y = pos.y - 0.5,
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z = pos.z + dir_z*0.6
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}, "air")
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local nodLow = node_ok({ x = pos.x + dir_x*0.6, y = pos.y - 0.5, z = pos.z + dir_z*0.6 }, "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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self._jumping_cliff = false
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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*1.6,
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y = pos.y - 0.5,
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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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x = pos.x + dir_x*2.5,
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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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local nodFar = node_ok({ x = pos.x + dir_x*1.6, y = pos.y - 0.5, z = pos.z + dir_z*1.6 }, "air")
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local nodFar2 = node_ok({ x = pos.x + dir_x*2.5, y = pos.y - 0.5, z = pos.z + dir_z*2.5 }, "air")
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-- TODO: also check there is air above these nodes?
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-- some place to land on
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@ -251,8 +234,8 @@ function mob_class:can_jump_cliff()
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then
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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.log("Jumping cliff: " .. self.name .. " nodes " .. nodLow.name .. " - " .. nodFar.name .. " - " .. nodFar2.name)
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minetest.after(.01, function()
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--minetest.log("Jumping cliff: " .. self.name .. " nodes " .. nodLow.name .. " - " .. nodFar.name .. " - " .. nodFar2.name)
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minetest.after(.1, 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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@ -266,6 +249,7 @@ end
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-- is mob facing a cliff or danger
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function mob_class:is_at_cliff_or_danger()
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--minetest.log(self.name.. " "..tostring(self.fear_height).." "..tostring(self._jumping_cliff).." "..tostring(self._can_jump_cliff).." "..tostring(self.fly))
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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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@ -273,35 +257,29 @@ function mob_class:is_at_cliff_or_danger()
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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 = -sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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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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local ypos = pos.y + self.collisionbox[2] + 0.1 -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
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vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
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vector.new(pos.x + dir_x, floor(ypos - self.fear_height), pos.z + dir_z))
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if free_fall then
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if random() < 0.98 then -- sometimes mobs make mistakes
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return "leap of faith"
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return "free fall"
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end
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local height = ypos + 0.4 - blocker.y
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local chance = (self.jump_height or 4) * 0.25 / (height * height)
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if height >= self.fear_height and random() < chance then
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." takes a leap of faith.")
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end
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return false
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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 self.runaway_timer == 0 and height > 1.25 and random() < (self.jump_height or 4) / 4 / height / height then
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." avoiding drop of "..height) --.." chance "..((self.jump_height or 4) / 4 / height / height))
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minetest.log("action", "[mcl_mobs] "..self.name.." avoiding drop of "..height) --.." chance "..chance)
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end
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return "drop of "..tostring(height)
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end
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local bnode = minetest.get_node(blocker)
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-- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name)
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-- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name .. " height "..height)
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if self:is_node_dangerous(bnode.name) or self:is_node_waterhazard(bnode.name) then
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return bnode.name
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end
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@ -332,10 +310,10 @@ function mob_class:is_at_water_danger()
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return false
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end
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.25)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local ypos = pos.y + self.collisionbox[2] + 0.1 -- just above floor
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local los, blocker = minetest.line_of_sight(
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vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
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@ -361,30 +339,31 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
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return
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end
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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 self:is_at_water_danger() then
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minetest.log("action", "[mcl_mobs] "..self.name.." at water danger, stop and rotate?")
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if 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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self:set_animation( "stand")
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self:set_animation("stand")
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end
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local yaw = self.object:get_yaw() or 0
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yaw = yaw + random() -0.5
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self:set_yaw(yaw, 8)
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self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
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return
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end
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end]]
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--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
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end
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if self:is_at_cliff_or_danger() and not self._can_jump_cliff then
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minetest.log("action", "[mcl_mobs] "..self.name.." at cliff danger, rotate")
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if random() <= 0.99 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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self:set_animation( "stand")
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self:set_animation("stand")
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end
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw(yaw + 0.78, 8)
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end--]]
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yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
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end
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end
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end
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-- jump if facing a solid node (not fences or gates)
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@ -397,6 +376,7 @@ function mob_class:do_jump()
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end
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self.facing_fence = false
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self._jumping_cliff = false
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-- something stopping us while moving?
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if self.state ~= "stand"
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@ -406,47 +386,32 @@ function mob_class:do_jump()
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end
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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local cbox = self.collisionbox
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local in_water = minetest.get_item_group(node_ok(pos).name, "water") > 0
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-- what is mob standing on?
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pos.y = pos.y + self.collisionbox[2] - 0.2
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pos.y = pos.y + cbox[2]
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local nod = node_ok(pos)
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if minetest.registered_nodes[nod.name].walkable == false then
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local nodBelow = node_ok({ x = pos.x, y = pos.y - 0.2, z = pos.z })
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if minetest.registered_nodes[nodBelow.name].walkable == false and not in_water then
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return false
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end
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local v = self.object:get_velocity()
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local v2 = abs(v.x)+abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
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local yaw = self.object:get_yaw()
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-- where is front
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
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local dir_x = -sin(yaw) * (cbox[4] + 0.5)
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local dir_z = cos(yaw) * (cbox[4] + 0.5)
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-- what is in front of mob?
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nod = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 0.5,
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z = pos.z + dir_z
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})
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local nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z })
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-- this is used to detect if there's a block on top of the block in front of the mob.
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-- If there is, there is no point in jumping as we won't manage.
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local nodTop = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 1.5,
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z = pos.z + dir_z
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}, "air")
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local nodTop = node_ok({ x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z }, "air")
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-- TODO: also check above the mob itself?
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-- we don't attempt to jump if there's a stack of blocks blocking
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-- we don't attempt to jump if there's a stack of blocks blocking, unless attacking
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if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
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return false
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end
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@ -467,8 +432,10 @@ function mob_class:do_jump()
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v.y = self.jump_height + 0.1 * 3
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if self._can_jump_cliff then
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v=vector.multiply(v, vector.new(2.8,1,2.8))
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if in_water then
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v=vector.multiply(v, vector.new(1.2,1.5,1.2))
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elseif self._can_jump_cliff then
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v=vector.multiply(v, vector.new(2.5,1.1,2.5))
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end
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self:set_animation( "jump") -- only when defined
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@ -500,7 +467,7 @@ function mob_class:do_jump()
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self.jump_count = (self.jump_count or 0) + 1
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if self.jump_count == 4 then
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 1.35, 8)
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yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 8)
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self.jump_count = 0
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end
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end
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@ -737,13 +704,11 @@ function mob_class:check_follow()
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if dist > 3 and self.order ~= "stand" then
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self:set_velocity(self.follow_velocity)
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if self.walk_chance ~= 0 then
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self:set_animation( "run")
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else
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self:set_animation( "stand")
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self:set_animation("run")
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end
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else
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self:set_velocity(0)
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self:set_animation( "stand")
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self:set_animation("stand")
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end
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return
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end
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@ -899,10 +864,10 @@ function mob_class:do_states_walk()
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation("stand")
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yaw = self:set_yaw(yaw + 0.78 * (random(0,2) - 1), 8)
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yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
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return
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elseif logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." ignores the danger "..tostring(self:is_at_cliff_or_danger() or self:is_at_water_danger()))
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minetest.log("action", "[mcl_mobs] "..self.name.." ignores the danger "..tostring(danger))
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end
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end
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-- If mob in or on dangerous block, look for land
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@ -913,6 +878,7 @@ function mob_class:do_states_walk()
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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-- TODO: use node with smallest change in yaw?
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lp = #lp > 0 and lp[random(#lp)]
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-- did we find land?
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@ -921,51 +887,68 @@ function mob_class:do_states_walk()
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minetest.log("action", "[mcl_mobs] "..self.name.." heading to land ".. tostring(minetest.get_node(lp).name or nil))
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end
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-- look towards land and move in that direction
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self:set_yaw(-atan2(lp.x - s.x, lp.z - s.z) - self.rotate, 6)
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self:set_yaw(-atan2(lp.x - s.x, lp.z - s.z) - self.rotate, 8)
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self:set_velocity(self.walk_velocity)
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self:animate_walk_or_fly()
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return
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end
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end
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-- otherwise randomly turn
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if random() <= 0.3 then
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yaw = self:set_yaw(yaw + random() - 0.5, 8)
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end
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-- stop at fences or randomly
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if self.facing_fence == true or random() <= 0.3 then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation("stand")
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else
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return
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end
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-- facing wall? then turn
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local facing_wall = false
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local cbox = self.collisionbox
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local dir_x = -sin(yaw - PIQUARTER) * (cbox[4] + 0.5)
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local dir_z = cos(yaw - PIQUARTER) * (cbox[4] + 0.5)
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local nodface = node_ok({ x = s.x + dir_x, y = s.y + cbox[5] - cbox[2], z = s.z + dir_z })
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if minetest.registered_nodes[nodface.name] and minetest.registered_nodes[nodface.name].walkable == true then
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dir_x = -sin(yaw + PIQUARTER) * (cbox[4] + 0.5)
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dir_z = cos(yaw + PIQUARTER) * (cbox[4] + 0.5)
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nodface = node_ok({ x = s.x + dir_x, y = s.y + cbox[5] - cbox[2], z = s.z + dir_z })
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if minetest.registered_nodes[nodface.name] and minetest.registered_nodes[nodface.name].walkable == true then
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facing_wall = true
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end
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end
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if facing_wall then
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if logging then
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minetest.log("action", "[mcl_mobs] "..self.name.." facing a wall, turning.")
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end
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yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
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-- otherwise randomly turn
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elseif random() <= 0.3 then
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yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 10)
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end
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self:set_velocity(self.walk_velocity)
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self:animate_walk_or_fly()
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end
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end
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function mob_class:do_states_stand(player_in_active_range)
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local yaw = self.object:get_yaw() or 0
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if random() < 0.25 then
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local lp
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if player_in_active_range and self.look_at_players then
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local s = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(s, 3)
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local lp
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for n = 1, #objs do
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if objs[n]:is_player() then
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lp = objs[n]:get_pos()
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break
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end
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end
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end
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-- look at any players nearby, otherwise turn randomly
|
||||
if lp and self.look_at_players then
|
||||
if lp then
|
||||
yaw = -atan2(lp.x - s.x, lp.z - s.z) - self.rotate
|
||||
else
|
||||
yaw = yaw + random() - 0.5
|
||||
yaw = yaw + PIHALF * (random() - 0.5)
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
yaw = self:set_yaw(yaw, 10)
|
||||
end
|
||||
if self.order == "sit" then
|
||||
self:set_animation( "sit")
|
||||
@ -982,15 +965,18 @@ function mob_class:do_states_stand(player_in_active_range)
|
||||
if player_in_active_range then
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and random(1, 100) <= self.walk_chance
|
||||
and not self:is_at_cliff_or_danger() then
|
||||
|
||||
and random(1, 100) <= self.walk_chance then
|
||||
if self:is_at_cliff_or_danger() then
|
||||
yaw = yaw + PIHALF * (random() - 0.5)
|
||||
yaw = self:set_yaw(yaw, 8)
|
||||
else
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:do_states_runaway()
|
||||
@ -1005,40 +991,10 @@ function mob_class:do_states_runaway()
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation("stand")
|
||||
yaw = self:set_yaw(yaw + 0.78, 8)
|
||||
yaw = self:set_yaw(yaw + PI * (random() - 0.5), 8)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
self:set_animation( "run")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function mob_class:check_smooth_rotation(dtime)
|
||||
-- improved smooth rotation
|
||||
if self._turn_to then
|
||||
self:set_yaw(self._turn_to, .1)
|
||||
end
|
||||
|
||||
local delay = self.delay
|
||||
if delay and delay > 0 then
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
local target_yaw = self.target_yaw
|
||||
|
||||
if delay == 1 then
|
||||
yaw = target_yaw
|
||||
else
|
||||
local dif = (target_yaw - yaw) % TWOPI
|
||||
if target_yaw > PI then
|
||||
target_yaw = target_yaw - TWOPI
|
||||
end
|
||||
yaw = (yaw + dif / delay) % TWOPI
|
||||
end
|
||||
|
||||
self.delay = delay - 1
|
||||
if self.shaking then
|
||||
yaw = yaw + (random() * 2 - 1) * 5 * dtime
|
||||
end
|
||||
self.object:set_yaw(yaw)
|
||||
--self:update_roll()
|
||||
end
|
||||
end
|
||||
|
@ -6,7 +6,8 @@ local ENTITY_CRAMMING_MAX = 24
|
||||
local CRAMMING_DAMAGE = 3
|
||||
local DEATH_DELAY = 0.5
|
||||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
local TWOPI = 2 * math.pi
|
||||
local PI = math.pi
|
||||
local TWOPI = 2 * PI
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
|
||||
@ -265,107 +266,46 @@ function mob_class:update_roll()
|
||||
|
||||
end
|
||||
|
||||
local function shortest_term_of_yaw_rotation(self, rot_origin, rot_target, nums)
|
||||
|
||||
if not rot_origin or not rot_target then
|
||||
return
|
||||
end
|
||||
|
||||
rot_origin = math.deg(rot_origin)
|
||||
rot_target = math.deg(rot_target)
|
||||
|
||||
if rot_origin < rot_target then
|
||||
if math.abs(rot_origin-rot_target)<180 then
|
||||
if nums then
|
||||
return rot_target-rot_origin
|
||||
else
|
||||
return 1
|
||||
end
|
||||
else
|
||||
if nums then
|
||||
return -(rot_origin-(rot_target-360))
|
||||
else
|
||||
return -1
|
||||
end
|
||||
end
|
||||
else
|
||||
if math.abs(rot_origin-rot_target)<180 then
|
||||
if nums then
|
||||
return rot_target-rot_origin
|
||||
else
|
||||
return -1
|
||||
end
|
||||
else
|
||||
if nums then
|
||||
return (rot_target-(rot_origin-360))
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- set and return valid yaw
|
||||
function mob_class:set_yaw(yaw, delay, dtime)
|
||||
if self.noyaw then return end
|
||||
|
||||
if not self.object:get_yaw() or not self.object:get_pos() then return end
|
||||
|
||||
if self.state ~= PATHFINDING then
|
||||
self._turn_to = yaw
|
||||
end
|
||||
|
||||
yaw = yaw % TWOPI
|
||||
|
||||
--calculate the shortest way to turn to find our target
|
||||
local target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, false)
|
||||
local target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, true)
|
||||
|
||||
--turn in the shortest path possible toward our target. if we are attacking, don't dance.
|
||||
if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
|
||||
if self.following then
|
||||
target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
|
||||
target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), false)
|
||||
else
|
||||
target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
|
||||
target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), false)
|
||||
end
|
||||
end
|
||||
|
||||
local ddtime = 0.05 --set_tick_rate
|
||||
|
||||
if dtime then
|
||||
ddtime = dtime
|
||||
end
|
||||
|
||||
if math.abs(target_shortest_path_nums) > 10 then
|
||||
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
|
||||
if validate_vector(self.acc) then
|
||||
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
|
||||
end
|
||||
end
|
||||
|
||||
delay = delay or 0
|
||||
|
||||
yaw = self.object:get_yaw()
|
||||
|
||||
if delay == 0 then
|
||||
if self.shaking and dtime then
|
||||
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
||||
end
|
||||
--self:update_roll()
|
||||
return yaw
|
||||
end
|
||||
|
||||
self.target_yaw = yaw
|
||||
self.delay = delay
|
||||
|
||||
self.delay = delay or 0
|
||||
self.target_yaw = yaw % TWOPI
|
||||
return self.target_yaw
|
||||
end
|
||||
|
||||
function mob_class:check_smooth_rotation(dtime)
|
||||
-- improved smooth rotation
|
||||
if self._turn_to then
|
||||
self:set_yaw(self._turn_to, .1)
|
||||
self._turn_to = nil
|
||||
end
|
||||
|
||||
local delay = self.delay
|
||||
if delay and delay > 0 then
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
local target_yaw = self.target_yaw
|
||||
if delay == 1 then
|
||||
yaw = target_yaw
|
||||
else
|
||||
local dif = (target_yaw - yaw + PI) % TWOPI - PI
|
||||
yaw = (yaw + dif / delay) % TWOPI
|
||||
end
|
||||
|
||||
self.delay = delay - 1
|
||||
if self.shaking then
|
||||
yaw = yaw + (random() * 2 - 1) / 72 * dtime
|
||||
end
|
||||
self.object:set_yaw(yaw)
|
||||
-- TODO: needed?
|
||||
--if validate_vector(self.acc) then
|
||||
-- self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
|
||||
--end
|
||||
--self:update_roll()
|
||||
end
|
||||
end
|
||||
|
||||
-- global function to set mob yaw
|
||||
function mcl_mobs.yaw(self, yaw, delay, dtime)
|
||||
return mob_class.set_yaw(self, yaw, delay, dtime)
|
||||
|
Loading…
Reference in New Issue
Block a user