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Massively overhaul enderman sight calculations
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@ -329,31 +329,44 @@ mobs:register_mob("mobs_mc:enderman", {
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end
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end
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-- Check to see if people are near by enough to look at us.
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-- Check to see if people are near by enough to look at us.
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for _,obj in pairs(minetest.get_connected_players()) do
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for _,obj in pairs(minetest.get_connected_players()) do
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-- Check if they are looking at us.
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--check if they are within radius
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local player_pos = obj:get_pos()
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local player_pos = obj:get_pos()
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if vector.distance(enderpos, player_pos) <= 64 then
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if player_pos then -- prevent crashing in 1 in a million scenario
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local look_dir_not_normalized = obj:get_look_dir()
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local ender_distance = vector.distance(enderpos, player_pos)
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local look_dir = vector.normalize(look_dir_not_normalized)
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if ender_distance <= 64 then
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local look_pos = vector.new({x = look_dir.x+player_pos.x, y = look_dir.y+player_pos.y + 1.5, z = look_dir.z+player_pos.z}) -- Arbitrary value (1.5) is head level according to player info mod.
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-- Cast up to 64 to see if player is looking at enderman.
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-- Check if they are looking at us.
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for n = 1,64,.25 do
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local look_dir_not_normalized = obj:get_look_dir()
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local node = minetest.get_node(look_pos)
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local look_dir = vector.normalize(look_dir_not_normalized)
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if node.name ~= "air" then
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local player_eye_height = obj:get_properties().eye_height
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break
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--skip player if they have no data - log it
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if not player_eye_height then
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minetest.log("error", "Enderman at location: ".. dump(enderpos).." has indexed a null player!")
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goto continue
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end
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end
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if look_pos.x-1<enderpos.x and look_pos.x+1>enderpos.x and look_pos.y-2.89<enderpos.y and look_pos.y-2>enderpos.y and look_pos.z-1<enderpos.z and look_pos.z+1>enderpos.z then
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--calculate very quickly the exact location the player is looking
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--within the distance between the two "heads" (player and enderman)
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local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
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local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
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local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
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look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
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--if looking in general head position, turn hostile
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if vector.distance(look_pos, ender_eye_pos) <= 0.4 then
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self.provoked = "staring"
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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break
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else
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else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
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if self.provoked == "staring" then
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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self.provoked = "broke_contact"
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end
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end
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end
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end
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look_pos.x = look_pos.x + (.25 * look_dir.x)
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look_pos.y = look_pos.y + (.25 * look_dir.y)
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::continue:: -- this is a sweep over statement, this can be used to continue even when errors occurred
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look_pos.z = look_pos.z + (.25 * look_dir.z)
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end
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end
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end
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end
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end
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end
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