Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to.

This commit is contained in:
ancientmarinerdev 2023-06-19 01:32:20 +01:00
parent 23711950c1
commit 658f244ae4
2 changed files with 18 additions and 9 deletions

@ -873,10 +873,13 @@ function mob_class:do_states_attack (dtime)
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
if target_line_of_sight then
local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
end
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
@ -900,7 +903,7 @@ function mob_class:do_states_attack (dtime)
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then
if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
self:set_velocity(0)
else
self:set_velocity(self.run_velocity)

@ -316,8 +316,14 @@ local function who_are_you_looking_at (self, dtime)
local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack or self.following then
self._locked_object = self.attack or self.following
if self.attack then
if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)