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>
This commit is contained in:
epCode 2022-10-14 23:53:55 +00:00
commit 5eca209d95

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