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Mobs jump over 1-2 block pits
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@ -1073,17 +1073,87 @@ local function within_limits(pos, radius)
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return true
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end
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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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end
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local can_jump_cliff = function(self)
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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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--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 nodFar = node_ok({
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x = pos.x + dir_x*2,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2
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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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if minetest.registered_nodes[nodLow.name]
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and minetest.registered_nodes[nodLow.name].walkable ~= true
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and (minetest.registered_nodes[nodFar.name]
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and minetest.registered_nodes[nodFar.name].walkable == true
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or minetest.registered_nodes[nodFar2.name]
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and minetest.registered_nodes[nodFar2.name].walkable == true)
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then
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--disable fear heigh while we make our jump
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self._jumping_cliff = true
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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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end)
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return true
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else
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return false
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end
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end
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-- is mob facing a cliff or danger
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local is_at_cliff_or_danger = function(self)
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if self.fear_height == 0 then -- 0 for no falling protection!
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if self.fear_height == 0 or can_jump_cliff(self) 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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if not self.object:get_luaentity() 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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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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@ -1116,7 +1186,7 @@ end
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local is_at_water_danger = function(self)
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if not self.object:get_luaentity() then
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if not self.object:get_luaentity() or can_jump_cliff(self) 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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@ -1150,20 +1220,6 @@ local is_at_water_danger = function(self)
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end
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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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end
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-- environmental damage (water, lava, fire, light etc.)
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local do_env_damage = function(self)
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@ -1447,6 +1503,7 @@ local do_jump = function(self)
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z = pos.z + dir_z
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}, "air")
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-- we don't attempt to jump if there's a stack of blocks blocking
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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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@ -1458,7 +1515,7 @@ local do_jump = function(self)
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end
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local ndef = minetest.registered_nodes[nod.name]
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if self.walk_chance == 0 or ndef and ndef.walkable then
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if self.walk_chance == 0 or ndef and ndef.walkable or can_jump_cliff(self) then
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if minetest.get_item_group(nod.name, "fence") == 0
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and minetest.get_item_group(nod.name, "fence_gate") == 0
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@ -1468,6 +1525,10 @@ local do_jump = function(self)
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v.y = self.jump_height + 0.1 * 3
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if can_jump_cliff(self) then
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v=vector.multiply(v, vector.new(2.8,1,2.8))
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end
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set_animation(self, "jump") -- only when defined
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self.object:set_velocity(v)
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@ -4080,8 +4141,8 @@ local mob_step = function(self, dtime)
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end
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end
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if self.attack then
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self._locked_object = self.attack
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if self.attack or self.following then
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self._locked_object = self.attack or self.following
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end
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if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
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