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Merge pull request 'smoother mob velocity+other mob improvments' (#2783) from fluid_mob_velocity into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2783 Reviewed-by: cora <cora@noreply.git.minetest.land>
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commit
5eca209d95
@ -336,18 +336,18 @@ local set_velocity = function(self, v)
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-- halt mob if it has been ordered to stay
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if self.order == "stand" or self.order == "sit" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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return
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self.acc=vector.new(0,0,0)
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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local vv = self.object:get_velocity()
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if vv then
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self.object:set_velocity({
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x = (sin(yaw) * -v) + c_x,
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y = vv.y,
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z = (cos(yaw) * v) + c_y,
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})
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self.acc={
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x = ((sin(yaw) * -v) + c_x)*.27,
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y = 0,
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z = ((cos(yaw) * v) + c_y)*.27,
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}
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end
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end
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@ -536,6 +536,7 @@ local set_animation = function(self, anim, fixed_frame)
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anim = "jockey"
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end
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if flight_check(self) and self.fly and anim == "walk" then anim = "fly" end
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self._current_animation = self._current_animation or ""
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@ -1013,9 +1014,6 @@ local check_for_death = function(self, cause, cmi_cause)
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length = max(frames / speed, 0) + DEATH_DELAY
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set_animation(self, "die")
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else
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local rot = self.object:get_rotation()
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rot.z = pi/2
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self.object:set_rotation(rot)
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length = 1 + DEATH_DELAY
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set_animation(self, "stand", true)
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end
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@ -1411,9 +1409,16 @@ local do_jump = function(self)
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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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-- where is front
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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 dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+.4
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+.4
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-- what is in front of mob?
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nod = node_ok({
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@ -3849,6 +3854,12 @@ local mob_step = function(self, dtime)
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end
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end
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if self.state and self.state=="die" or check_for_death(self) then
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local rot = self.object:get_rotation()
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rot.z = ((pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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end
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if not player_in_active_range(self) then
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set_animation(self, "stand", true)
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self.object:set_velocity(vector.new(0,0,0))
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@ -3887,6 +3898,23 @@ local mob_step = function(self, dtime)
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--Mob following code.
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follow_flop(self)
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--set animation speed relitive to velocity
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local v = self.object:get_velocity()
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if v then
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local v2 = abs(v.x)+abs(v.z)*.833
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self.object:set_animation_frame_speed((v2/self.walk_velocity)*25)
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--diffuse object velocity
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self.object:set_velocity({x = v.x*.85, y = v.y, z = v.z*.85})
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--set_speed
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if self.acc then
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self.object:add_velocity(self.acc)
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end
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end
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-- smooth rotation by ThomasMonroe314
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if self._turn_to then
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set_yaw(self, self._turn_to, .1)
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