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Fix duplicate call for jump check
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@ -40,15 +40,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
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end)
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end
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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function mob_class:update_tag() --update nametag and/or the debug box
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local tag
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if mobs_debug then
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@ -3,10 +3,7 @@ local mob_class = mcl_mobs.mob_class
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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local PATHFINDING = "gowp"
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local node_ice = "mcl_core:ice"
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local node_snowblock = "mcl_core:snowblock"
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local node_snow = "mcl_core:snow"
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@ -21,14 +18,19 @@ local function atan(x)
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end
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end
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local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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if fallback then
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return minetest.registered_nodes[fallback]
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else
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return registered_fallback_node
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end
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end
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-- Returns true is node can deal damage to self
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@ -200,14 +202,19 @@ function mob_class:can_jump_cliff()
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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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if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
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function mob_class:is_at_cliff_or_danger(can_jump_cliff)
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if can_jump_cliff == nil then
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can_jump_cliff = self:can_jump_cliff()
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end
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if self.fear_height == 0 or can_jump_cliff or self._jumping_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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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 pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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@ -234,8 +241,12 @@ end
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-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
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function mob_class:is_at_water_danger()
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if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then
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function mob_class:is_at_water_danger(can_jump_cliff)
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if can_jump_cliff == nil then
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can_jump_cliff = self:can_jump_cliff()
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end
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if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then
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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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@ -276,7 +287,9 @@ end
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function mob_class:env_danger_movement_checks(dtime)
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local yaw = 0
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if self:is_at_water_danger() and self.state ~= "attack" then
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local can_jump_cliff = self:can_jump_cliff()
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if self:is_at_water_danger(can_jump_cliff) and self.state ~= "attack" then
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if math.random(1, 10) <= 6 then
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self:set_velocity(0)
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self.state = "stand"
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@ -291,7 +304,7 @@ function mob_class:env_danger_movement_checks(dtime)
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end
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end
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if self:is_at_cliff_or_danger() then
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if self:is_at_cliff_or_danger(can_jump_cliff) 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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