[mcl_mobs] fix some warnings (131 remaining!)

This commit is contained in:
AFCMS 2021-05-25 00:37:02 +02:00
parent 66f132a645
commit f76b66eec6
17 changed files with 387 additions and 486 deletions

@ -47,6 +47,9 @@ read_globals = {
--GENERAL
"default",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

@ -92,13 +92,13 @@ local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
local mod_weather = minetest_get_modpath("mcl_weather") ~= nil
local mod_explosions = minetest_get_modpath("mcl_explosions") ~= nil
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ~= nil
local mod_hunger = minetest_get_modpath("mcl_hunger") ~= nil
local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil
local mod_armor = minetest_get_modpath("mcl_armor") ~= nil
local mod_experience = minetest_get_modpath("mcl_experience") ~= nil
local mod_weather = minetest_get_modpath("mcl_weather")
local mod_explosions = minetest_get_modpath("mcl_explosions")
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners")
local mod_hunger = minetest_get_modpath("mcl_hunger")
local mod_worlds = minetest_get_modpath("mcl_worlds")
local mod_armor = minetest_get_modpath("mcl_armor")
local mod_experience = minetest_get_modpath("mcl_experience")
-- random locals I found
@ -743,7 +743,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
update_tag(ent)
--update_tag(ent)
end
-- if not in creative then take item

@ -1,12 +1,8 @@
local math_random = math.random
local math_pi = math.pi
local math_floor = math.floor
local math_round = math.round
local math = math
local vector = vector
local string = string
local vector_multiply = vector.multiply
local vector_add = vector.add
local vector_new = vector.new
local vector_distance = vector.distance
local tonumber = tonumber
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_item_group = minetest.get_item_group
@ -28,7 +24,7 @@ end
--a simple helper function for rounding
--http://lua-users.org/wiki/SimpleRound
function round2(num, numDecimalPlaces)
local function round2(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end
@ -50,24 +46,23 @@ local cliff_check = function(self,dtime)
end
local pos = self.object:get_pos()
local dir = minetest_yaw_to_dir(self.yaw)
local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
dir = vector_multiply(dir,radius)
dir = vector.multiply(dir,radius)
local free_fall, blocker = minetest_line_of_sight(
local free_fall = minetest_line_of_sight(
{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
return free_fall
end
-- state switching logic (stand, walk, run, attacks)
local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime)
local function land_state_switch(self, dtime)
--do math before sure not attacking, following, or running away so continue
--doing random walking for mobs if all states are not met
@ -137,7 +132,6 @@ local land_state_execution = function(self,dtime)
return
end
--timer to time out looking for mate
if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
self.breed_lookout_timer = self.breed_lookout_timer - dtime
@ -176,12 +170,12 @@ local land_state_execution = function(self,dtime)
if velocity.y < 0 then
--lua is acting really weird so we have to help it
if round2(self.object:get_acceleration().y, 1) == -self.gravity then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
mobs.mob_fall_slow(self)
end
else
if round2(self.object:get_acceleration().y, 1) == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end
@ -207,14 +201,12 @@ local land_state_execution = function(self,dtime)
mobs.lock_yaw(self)
elseif self.state == "follow" then
--always look at players
mobs.set_yaw_while_following(self)
--check distance
local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos())
local distance_from_follow_person = vector.distance(self.object:get_pos(), self.following_person:get_pos())
local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos())
--don't push the player if too close
--don't spin around randomly
if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then
@ -240,7 +232,7 @@ local land_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
end
--do animation
@ -253,15 +245,13 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
--this requires a mob to turn, removing the
--ease of a full implementation for it in a single
--function)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
--this requires a mob to turn, removing the
--ease of a full implementation for it in a single
--function)
elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
--turn 45 degrees if so
quick_rotate(self,dtime)
@ -292,9 +282,7 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
@ -342,7 +330,7 @@ local land_state_execution = function(self,dtime)
mobs.set_velocity(self, self.walk_velocity)
--smoosh together basically
if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
if vector.distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
mobs.set_mob_animation(self, "stand")
if self.special_breed_timer == 0 then
self.special_breed_timer = 2 --breeding takes 2 seconds
@ -353,7 +341,7 @@ local land_state_execution = function(self,dtime)
--pop a baby out, it's a miracle!
local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2)
local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
minetest.add_entity(baby_pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
mobs.play_sound_specific(self,"item_drop_pickup")
@ -376,13 +364,12 @@ local land_state_execution = function(self,dtime)
end
end
if float_now then
mobs.float(self)
else
local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end
@ -416,16 +403,16 @@ end
--check if a mob needs to turn while swimming
local swim_turn_check = function(self,dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
@ -437,11 +424,11 @@ local swim_physics_swapper = function(self,inside_swim_node)
--should be swimming, gravity is applied, switch to floating
if inside_swim_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
--not be swim, gravity isn't applied, switch to falling
elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
@ -482,22 +469,17 @@ local swim_state_execution = function(self,dtime)
end
mobs.lock_yaw(self)
elseif self.state == "swim" then
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end
--do animation
@ -541,8 +523,8 @@ ______ _
| _| | | | | |
| | | | |_| |
\_| |_|\__, |
__/ |
|___/
__/ |
|___/
]]--
-- state switching logic (stand, walk, run, attacks)
@ -566,16 +548,16 @@ end
--check if a mob needs to turn while flying
local fly_turn_check = function(self,dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
@ -587,11 +569,11 @@ local fly_physics_swapper = function(self,inside_fly_node)
--should be flyming, gravity is applied, switch to floating
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
--not be fly, gravity isn't applied, switch to falling
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
@ -635,15 +617,13 @@ local fly_state_execution = function(self,dtime)
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end
--do animation
@ -663,9 +643,7 @@ local fly_state_execution = function(self,dtime)
--enable rotation locking
mobs.movement_rotation_lock(self)
elseif self.state == "attack" then
--execute mob attack type
--if self.attack_type == "explode" then
@ -699,38 +677,37 @@ end
--[[
___
|_ |
| |_ _ _ __ ___ _ __
| | | | | '_ ` _ \| '_ \
| |_ _ _ __ ___ _ __
| | | | | '_ ` _ \| '_ \
/\__/ / |_| | | | | | | |_) |
\____/ \__,_|_| |_| |_| .__/
| |
|_|
| |
|_|
]]--
--check if a mob needs to turn while jumping
local jump_turn_check = function(self,dtime)
--[[local function jump_turn_check(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1)
end
return green_flag_1
end]]
-- state switching logic (stand, jump, run, attacks)
local jump_state_list_wandering = {"stand", "jump"}
local jump_state_switch = function(self, dtime)
local function jump_state_switch(self, dtime)
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
@ -739,8 +716,8 @@ local jump_state_switch = function(self, dtime)
end
-- states are executed here
local jump_state_execution = function(self,dtime)
local function jump_state_execution(self, dtime)
local node_in_front_of = mobs.jump_check(self)
local pos = self.object:get_pos()
local collisionbox = self.object:get_properties().collisionbox
--get the center of the mob
@ -775,7 +752,7 @@ local jump_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
end
--do animation
@ -793,15 +770,10 @@ local jump_state_execution = function(self,dtime)
mobs.jump_move(self,self.walk_velocity)
elseif self.state == "run" then
print("run")
elseif self.state == "attack" then
print("attack")
end
if float_now then
mobs.float(self)
end
@ -817,8 +789,8 @@ ___ ___ _ _ _
| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
| | | | (_| | | | | | | |___| (_) | (_| | | (__
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
__/ |
|___/
__/ |
|___/
]]--
--the main loop
@ -916,7 +888,6 @@ mobs.mob_step = function(self, dtime)
elseif self.breath < self.breath_max then
self.breath = self.breath + dtime
--clean timer reset
if self.breath > self.breath_max then
self.breath = self.breath_max
@ -948,10 +919,6 @@ mobs.mob_step = function(self, dtime)
end
end
--baby grows up
if self.baby then
--print(self.grow_up_timer)
@ -969,8 +936,6 @@ mobs.mob_step = function(self, dtime)
end
end
--do custom mob instructions
if self.do_custom then
-- when false skip going any further
@ -1015,7 +980,7 @@ mobs.mob_step = function(self, dtime)
self.memory = self.memory - dtime
--get if memory player is within viewing range
if self.attacking and self.attacking:is_player() then
local distance = vector_distance(self.object:get_pos(), self.attacking:get_pos())
local distance = vector.distance(self.object:get_pos(), self.attacking:get_pos())
if distance > self.view_range then
self.memory = 0
end
@ -1124,28 +1089,22 @@ mobs.mob_step = function(self, dtime)
--overrides absolutely everything
--mobs get stuck in cobwebs like players
if not self.ignores_cobwebs then
local pos = self.object:get_pos()
local node = pos and minetest_get_node(pos).name
if node == "mcl_core:cobweb" then
--fight the rest of the api
if self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
end
mobs.stick_in_cobweb(self)
self.was_stuck_in_cobweb = true
else
--do not override other functions
if self.was_stuck_in_cobweb == true then
--return the mob back to normal
self.was_stuck_in_cobweb = nil
if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end

@ -1,7 +1,7 @@
local math_pi = math.pi
local math_floor = math.floor
local math_random = math.random
local HALF_PI = math_pi/2
local math = math
local vector = vector
local HALF_PI = math.pi/2
local vector_direction = vector.direction
@ -48,7 +48,6 @@ mobs.set_mob_animation = function(self, anim, fixed_frame)
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
self.current_animation = anim
end
@ -65,14 +64,14 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest_add_particlespawner({
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
@ -88,7 +87,7 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest_sound_play("mcl_mobs_mob_poof", {
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
@ -99,7 +98,6 @@ end
--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
mobs.movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw

@ -1,5 +1,5 @@
local vector_direction = vector.direction
local minetest_dir_to_yaw = minetest.dir_to_yaw
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
local vector_multiply = vector.multiply
local math_random = math.random
@ -75,7 +75,6 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.jump(self)
end
--do biggening explosion thing
if self.explosion_animation and self.explosion_animation > self.explosion_timer then
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 })
@ -113,7 +112,6 @@ ______ _
mobs.punch_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
@ -282,7 +280,6 @@ ______ _ _ _ _
local random_pitch_multiplier = {-1,1}
mobs.projectile_attack_fly = function(self, dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil

@ -1,4 +1,7 @@
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
local math = math
local vector = vector
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
@ -12,7 +15,7 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement
end
----For Water Flowing:
local enable_physics = function(object, luaentity, ignore_check)
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
@ -272,7 +275,7 @@ local falling = function(self, pos)
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math_max(1, v.y) ^ 2),
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end
@ -503,9 +506,9 @@ local follow_flop = function(self)
if sdef and sdef.walkable then
mob_sound(self, "flop")
self.object:set_velocity({
x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT,
z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
})
end
@ -987,7 +990,7 @@ local check_for_death = function(self, cause, cmi_cause)
item_drop(self, cooked, looting)
if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
end
end
end
@ -1361,7 +1364,7 @@ local do_attack = function(self, player)
self.state = "attack"
-- TODO: Implement war_cry sound without being annoying
--if math_random(0, 100) < 90 then
--if math.random(0, 100) < 90 then
--mob_sound(self, "war_cry", true)
--end
end
@ -1396,7 +1399,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
pitch = base_pitch
end
-- randomize the pitch a bit
pitch = pitch + math_random(-10, 10) * 0.005
pitch = pitch + math.random(-10, 10) * 0.005
end
minetest_sound_play(sound, {
object = self.object,
@ -1699,7 +1702,7 @@ local do_env_damage = function(self)
end
if drowning then
self.breath = math_max(0, self.breath - 1)
self.breath = math.max(0, self.breath - 1)
effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then
@ -2044,7 +2047,7 @@ local breed = function(self)
-- Give XP
if mod_experience then
mcl_experience.throw_experience(pos, math_random(1, 7))
mcl_experience.throw_experience(pos, math.random(1, 7))
end
-- custom breed function
@ -2061,7 +2064,7 @@ local breed = function(self)
-- Use texture of one of the parents
local p = math_random(1, 2)
local p = math.random(1, 2)
if p == 1 then
ent_c.base_texture = parent1.base_texture
else
@ -2091,7 +2094,7 @@ local replace = function(self, pos)
or not self.replace_what
or self.child == true
or self.object:get_velocity().y ~= 0
or math_random(1, self.replace_rate) > 1 then
or math.random(1, self.replace_rate) > 1 then
return
end
@ -2099,7 +2102,7 @@ local replace = function(self, pos)
if type(self.replace_what[1]) == "table" then
local num = math_random(#self.replace_what)
local num = math.random(#self.replace_what)
what = self.replace_what[num][1] or ""
with = self.replace_what[num][2] or ""
@ -2163,7 +2166,7 @@ function do_states(self)
if self.state == "stand" then
if math_random(1, 4) == 1 then
if math.random(1, 4) == 1 then
local lp = nil
local s = self.object:get_pos()
@ -2189,7 +2192,7 @@ function do_states(self)
if lp.x > s.x then yaw = yaw + math_pi end
else
yaw = yaw + math_random(-0.5, 0.5)
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = set_yaw(self, yaw, 8)
@ -2204,7 +2207,7 @@ function do_states(self)
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math_random(1, 100) <= self.walk_chance
and math.random(1, 100) <= self.walk_chance
and is_at_cliff_or_danger(self) == false then
set_velocity(self, self.walk_velocity)
@ -2254,7 +2257,7 @@ function do_states(self)
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math_random(#lp)]
lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land?
if lp then
@ -2280,8 +2283,8 @@ function do_states(self)
else
-- Randomly turn
if math_random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5)
if math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
end
@ -2289,9 +2292,9 @@ function do_states(self)
yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn
elseif math_random(1, 100) <= 30 then
elseif math.random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5)
yaw = yaw + math.random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
@ -2302,7 +2305,7 @@ function do_states(self)
end
if self.facing_fence == true
or cliff_or_danger
or math_random(1, 100) <= 30 then
or math.random(1, 100) <= 30 then
set_velocity(self, 0)
self.state = "stand"
@ -2602,7 +2605,7 @@ function do_states(self)
self.timer = 0
if self.double_melee_attack
and math_random(1, 2) == 1 then
and math.random(1, 2) == 1 then
set_animation(self, "punch2")
else
set_animation(self, "punch")
@ -2669,7 +2672,7 @@ function do_states(self)
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest_raycast(p, self.attack:get_pos(), false, false):next()
and math_random(1, 100) <= 60 then
and math.random(1, 100) <= 60 then
self.timer = 0
set_animation(self, "shoot")
@ -2759,7 +2762,7 @@ end
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
@ -2785,17 +2788,17 @@ local on_rightclick_prefix = function(self, clicker)
return false
end
local create_mob_on_rightclick = function(on_rightclick)
--[[local function create_mob_on_rightclick(on_rightclick)
return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
end]]
-- set and return valid yaw
local set_yaw = function(self, yaw, delay, dtime)
local function set_yaw(self, yaw, delay, dtime)
if not yaw or yaw ~= yaw then
yaw = 0
@ -2805,7 +2808,7 @@ local set_yaw = function(self, yaw, delay, dtime)
if delay == 0 then
if self.shaking and dtime then
yaw = yaw + (math_random() * 2 - 1) * 5 * dtime
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end
self.yaw(yaw)
update_roll(self)
@ -2825,8 +2828,7 @@ function mobs:yaw(self, yaw, delay, dtime)
end
mob_step = function()
--mob_step = function()
--if self.state == "die" then
-- print("need custom die stop moving thing")
-- return
@ -2901,7 +2903,7 @@ mob_step = function()
--end
-- mob plays random sound at times
--if math_random(1, 70) == 1 then
--if math.random(1, 70) == 1 then
-- mob_sound(self, "random", true)
--end
@ -2934,11 +2936,11 @@ mob_step = function()
--if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_random(1, 10) <= 6 then
-- if math.random(1, 10) <= 6 then
-- set_velocity(self, 0)
-- self.state = "stand"
-- set_animation(self, "stand")
-- yaw = yaw + math_random(-0.5, 0.5)
-- yaw = yaw + math.random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8)
-- end
--end
@ -2982,7 +2984,7 @@ mob_step = function()
mcl_burning.extinguish(self.object)
self.object:remove()
elseif self.lifetimer <= 10 then
if math_random(10) < 4 then
if math.random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
@ -2991,4 +2993,4 @@ mob_step = function()
end
]]--
end
--end

@ -1,14 +1,13 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance
local vector = vector
--check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false
--ignore
if not self.follow then
self.following_person = nil
return(false)
return false
end
--hey look, this thing works for passive mobs too!
@ -20,20 +19,20 @@ mobs.check_following = function(self) -- returns true or false
--safety check
if not stack then
self.following_person = nil
return(false)
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.following_person = follower
return(true)
return true
end
end
--everything failed
self.following_person = nil
return(false)
return false
end
--a function which attempts to make mobs enter
@ -42,25 +41,25 @@ mobs.enter_breed_state = function(self,clicker)
--do not breed if baby
if self.baby then
return(false)
return false
end
--do not do anything if looking for mate or
--if cooling off from breeding
if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
return(false)
return false
end
--if this is caught, that means something has gone
--seriously wrong
if not clicker or not clicker:is_player() then
return(false)
return false
end
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return(false)
return false
end
local item_name = stack:get_name()
@ -73,11 +72,11 @@ mobs.enter_breed_state = function(self,clicker)
self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return(true)
return true
end
--everything failed
return(false)
return false
end
@ -104,15 +103,15 @@ mobs.look_for_mate = function(self)
local pos2 = mate:get_pos()
local distance = vector_distance(pos1,pos2)
local distance = vector.distance(pos1,pos2)
if distance <= radius then
if line_of_sight then
if minetest.line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest_line_of_sight(
vector_new(pos1.x, pos1.y, pos1.z),
vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
if minetest.line_of_sight(
vector.new(pos1.x, pos1.y, pos1.z),
vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
) then
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
@ -161,7 +160,7 @@ mobs.make_baby_grow_faster = function(self,clicker)
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return(false)
return false
end
local item_name = stack:get_name()
@ -175,10 +174,8 @@ mobs.make_baby_grow_faster = function(self,clicker)
end
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return(true)
return true
end
end
return(false)
return false
end

@ -8,10 +8,8 @@ local vector_direction = vector.direction
local integer_test = {-1,1}
mobs.collision = function(self)
local pos = self.object:get_pos()
if not self or not self.object or not self.object:get_luaentity() then
return
end
@ -104,11 +102,9 @@ mobs.collision = function(self)
end
end
end
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end
@ -116,7 +112,6 @@ end
--this is used for arrow collisions
mobs.arrow_hit = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage}

@ -1,5 +1,5 @@
local minetest_add_item = minetest.add_item
local minetest_sound_play = minetest.sound_play
--local minetest_sound_play = minetest.sound_play
local math_pi = math.pi
local math_random = math.random
@ -19,7 +19,7 @@ local item_drop = function(self, cooked, looting_level)
return
end
local obj, item, num
local obj, item
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
@ -56,8 +56,11 @@ local item_drop = function(self, cooked, looting_level)
-- cook items when true
if cooked then
local output = minetest_get_craft_result({
method = "cooking", width = 1, items = {item}})
local output = minetest.get_craft_result({
method = "cooking",
width = 1,
items = {item},
})
if output and output.item and not output.item:is_empty() then
item = output.item:get_name()
@ -117,15 +120,10 @@ mobs.death_logic = function(self, dtime)
--the final POOF of a mob despawning
if self.death_animation_timer >= 1.25 then
item_drop(self,false,1)
mobs.death_effect(self)
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
self.object:remove()
return
end

@ -1,5 +1,5 @@
local minetest_line_of_sight = minetest.line_of_sight
local minetest_dir_to_yaw = minetest.dir_to_yaw
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
@ -18,19 +18,16 @@ local table_copy = table.copy
local math_abs = math.abs
-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
--[[local function do_tnt(obj, damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end
end]]
--a fast function to be able to detect only players without using objects_in_radius
mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
local pos1 = self.object:get_pos()
local players_in_area = {}
local winner_player = nil
@ -180,15 +177,10 @@ end
-- check if within physical map limits (-30911 to 30927)
-- within_limits, wmin, wmax = nil, -30913, 30928
mobs.within_limits = function(pos, radius)
local wmin, wmax
if mcl_vars then
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
within_limits = function(pos, radius)
return pos
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
end
end
end
return pos

@ -1,112 +1,98 @@
local vector_new = vector.new
local math = math
local vector = vector
--converts yaw to degrees
local degrees = function(yaw)
return(yaw*180.0/math.pi)
end
mobs.do_head_logic = function(self,dtime)
local player = minetest.get_player_by_name("singleplayer")
local player = minetest.get_player_by_name("singleplayer")
local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height
local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height
local pos = self.object:get_pos()
local body_yaw = self.object:get_yaw()
local body_dir = minetest.yaw_to_dir(body_yaw)
pos.y = pos.y + self.head_height_offset
local head_offset = vector.multiply(body_dir, self.head_direction_offset)
pos = vector.add(pos, head_offset)
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
local bone_pos = vector.new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
--(vertical)
bone_pos.z = self.head_bone_pos_z
--print(yaw)
--local _, bone_rot = self.object:get_bone_position("head")
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
local head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
if self.reverse_head_yaw then
head_yaw = head_yaw * -1
end
--over rotation protection
--stops radians from going out of spec
if head_yaw > math.pi then
head_yaw = head_yaw - (math.pi * 2)
elseif head_yaw < -math.pi then
head_yaw = head_yaw + (math.pi * 2)
end
local check_failed = false
--upper check + 90 degrees or upper math.radians (3.14/2)
if head_yaw > math.pi - (math.pi/2) then
head_yaw = 0
check_failed = true
--lower check - 90 degrees or lower negative math.radians (-3.14/2)
elseif head_yaw < -math.pi + (math.pi/2) then
head_yaw = 0
check_failed = true
end
local head_pitch = 0
local pos = self.object:get_pos()
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
--head_yaw = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
local body_yaw = self.object:get_yaw()
if not check_failed then
head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
end
local body_dir = minetest.yaw_to_dir(body_yaw)
if self.head_pitch_modifier then
head_pitch = head_pitch + self.head_pitch_modifier
end
pos.y = pos.y + self.head_height_offset
local head_offset = vector.multiply(body_dir, self.head_direction_offset)
pos = vector.add(pos, head_offset)
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
local bone_pos = vector_new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
--(vertical)
bone_pos.z = self.head_bone_pos_z
--print(yaw)
--local _, bone_rot = self.object:get_bone_position("head")
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
local head_yaw
head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
if self.reverse_head_yaw then
head_yaw = head_yaw * -1
end
--over rotation protection
--stops radians from going out of spec
if head_yaw > math.pi then
head_yaw = head_yaw - (math.pi * 2)
elseif head_yaw < -math.pi then
head_yaw = head_yaw + (math.pi * 2)
end
local check_failed = false
--upper check + 90 degrees or upper math.radians (3.14/2)
if head_yaw > math.pi - (math.pi/2) then
head_yaw = 0
check_failed = true
--lower check - 90 degrees or lower negative math.radians (-3.14/2)
elseif head_yaw < -math.pi + (math.pi/2) then
head_yaw = 0
check_failed = true
end
local head_pitch = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
--head_yaw = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
if not check_failed then
head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
end
if self.head_pitch_modifier then
head_pitch = head_pitch + self.head_pitch_modifier
end
if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),0,degrees(head_yaw)))
end
--set_bone_position([bone, position, rotation])
if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
--set_bone_position([bone, position, rotation])
end

@ -2,22 +2,19 @@ local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_dir_to_yaw = minetest.dir_to_yaw
local math_floor = math.floor
local math_min = math.min
local math_random = math.random
local vector_direction = vector.direction
local vector_multiply = vector.multiply
local math = math
local vector = vector
local MAX_MOB_NAME_LENGTH = 30
local mod_hunger = minetest.get_modpath("mcl_hunger")
mobs.feed_tame = function(self)
return nil
end
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
@ -60,7 +57,6 @@ end
-- deal damage and effects when mob punched
mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
--don't do anything if the mob is already dead
if self.health <= 0 then
return
@ -94,14 +90,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
pos2.y = 0
local dir = vector_direction(pos2,pos1)
local dir = vector.direction(pos2,pos1)
local yaw = minetest_dir_to_yaw(dir)
self.yaw = yaw
end
-- custom punch function
if self.do_punch then
-- when false skip going any further
@ -115,21 +110,18 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
return
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
return
end
local is_player = hitter:is_player()
-- punch interval
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
--local punch_interval = 1.4
-- exhaust attacker
if mod_hunger and is_player then
@ -139,7 +131,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
local tmp
--calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
@ -163,13 +154,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- healing
if damage <= -1 then
self.health = self.health - math_floor(damage)
self.health = self.health - math.floor(damage)
return
end
if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
--if tool_capabilities then
-- punch_interval = tool_capabilities.full_punch_interval or 1.4
--end
-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
@ -183,7 +174,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
local weapon = hitter:get_wielded_item(player)
local def = weapon:get_definition()
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math_floor(65535/tool_capabilities.punch_attack_uses)
local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear)
hitter:set_wielded_item(weapon)
end
@ -240,7 +231,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
up = 0
end
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
@ -255,20 +245,15 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
if self.hostile then
multiplier = multiplier + 2
end
dir = vector_multiply(dir,multiplier)
dir = vector.multiply(dir,multiplier)
dir.y = up
--add the velocity
self.object:add_velocity(dir)
end
end
--do internal per mob projectile calculations
mobs.shoot_projectile = function(self)
local pos1 = self.object:get_pos()
--add mob eye height
pos1.y = pos1.y + self.eye_height
@ -278,7 +263,7 @@ mobs.shoot_projectile = function(self)
pos2.y = pos2.y + self.attacking:get_properties().eye_height
--get direction
local dir = vector_direction(pos1,pos2)
local dir = vector.direction(pos1,pos2)
--call internal shoot_arrow function
self.shoot_arrow(self,pos1,dir)

@ -1,9 +1,8 @@
local minetest_add_particlespawner = minetest.add_particlespawner
mobs.death_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -33,7 +32,7 @@ end
mobs.critical_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -62,9 +61,8 @@ end
--when feeding a mob
mobs.feed_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -94,7 +92,7 @@ end
--hearts when tamed
mobs.tamed_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -124,7 +122,7 @@ end
--hearts when breeding
mobs.breeding_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max

@ -1,16 +1,10 @@
local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
local math_random = math.random
local HALF_PI = math_pi / 2
local DOUBLE_PI = math_pi * 2
-- localize math functions
local math = math
local HALF_PI = math.pi / 2
local DOUBLE_PI = math.pi * 2
-- localize vector functions
local vector_new = vector.new
local vector_length = vector.length
local vector_multiply = vector.multiply
local vector_distance = vector.distance
local vector_normalize = vector.normalize
local vector = vector
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_dir_to_yaw = minetest.dir_to_yaw
@ -19,18 +13,17 @@ local DEFAULT_JUMP_HEIGHT = 5
local DEFAULT_FLOAT_SPEED = 4
local DEFAULT_CLIMB_SPEED = 3
mobs.stick_in_cobweb = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = vector_multiply(vector_normalize(current_velocity), 0.4)
local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4)
goal_velocity.y = -0.5
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -40,7 +33,7 @@ mobs.float = function(self)
local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
else
return
end
@ -59,7 +52,7 @@ mobs.float = function(self)
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -81,7 +74,7 @@ mobs.climb = function(self)
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -109,22 +102,22 @@ mobs.set_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = 0,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -139,7 +132,7 @@ mobs.get_velocity = function(self)
v.y = 0
if v then
return vector_length(v)
return vector.length(v)
end
return 0
@ -155,7 +148,7 @@ mobs.jump = function(self, velocity)
--fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT
self.object:add_velocity(vector_new(0,velocity,0))
self.object:add_velocity(vector.new(0,velocity,0))
end
--make mobs fall slowly
@ -175,15 +168,15 @@ mobs.mob_fall_slow = function(self)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
@ -215,13 +208,13 @@ mobs.flop = function(self, velocity)
velocity = velocity or DEFAULT_JUMP_HEIGHT
--create a random direction (2d yaw)
local dir = DOUBLE_PI * math_random()
local dir = DOUBLE_PI * math.random()
--create a random force value
local force = math_random(0,3) + math_random()
local force = math.random(0,3) + math.random()
--convert the yaw to a direction vector then multiply it times the force
local final_additional_force = vector_multiply(minetest_yaw_to_dir(dir), force)
local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force)
--place in the "flop" velocity to make the mob flop
final_additional_force.y = velocity
@ -249,20 +242,20 @@ mobs.set_swim_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = pitch,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -294,20 +287,20 @@ mobs.set_fly_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = pitch,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -319,7 +312,7 @@ mobs.calculate_pitch = function(pos1, pos2)
return false
end
return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos1.x,0,pos1.z),vector_new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
return(minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
end
--make mobs fly up or down based on their y difference
@ -356,27 +349,27 @@ mobs.jump_move = function(self, velocity)
mobs.set_velocity(self,0)
--fallback velocity to allow modularity
jump_height = DEFAULT_JUMP_HEIGHT
local jump_height = DEFAULT_JUMP_HEIGHT
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -velocity),
x = (math.sin(yaw) * -velocity),
y = jump_height,
z = (math_cos(yaw) * velocity),
z = (math.cos(yaw) * velocity),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end

@ -1,10 +1,12 @@
local math_random = math.random
local minetest_settings = minetest.settings
local minetest_settings = minetest.settings
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- get entity staticdata
mobs.mob_staticdata = function(self)
--despawn mechanism
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
@ -142,8 +144,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.health = math_random (self.hp_min, self.hp_max)
end
if not self.random_sound_timer then
self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
end
@ -186,7 +186,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.texture_mods = {}
self.v_start = false
self.timer = 0
self.blinktimer = 0
@ -200,7 +199,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.object:set_texture_mod("")
end
-- set anything changed above
self.object:set_properties(self)

@ -1,8 +1,11 @@
-- lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false
--local enable_crash = false
--local crash_threshold = 6.5 -- ignored if enable_crash=false
local math = math
local vector = vector
------------------------------------------------------------------------------
@ -10,7 +13,7 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false
-- Helper functions
--
local node_ok = function(pos, fallback)
--[[local function node_ok(pos, fallback)
fallback = fallback or mobs.fallback_node
@ -21,10 +24,10 @@ local node_ok = function(pos, fallback)
end
return {name = fallback}
end
end]]
local function node_is(pos)
--[[local function node_is(pos)
local node = node_ok(pos)
@ -45,7 +48,7 @@ local function node_is(pos)
end
return "other"
end
end]]
local function get_sign(i)
@ -60,13 +63,11 @@ local function get_sign(i)
end
local function get_velocity(v, yaw, y)
--[[local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
end]]
local function get_v(v)
@ -172,7 +173,7 @@ function mobs.detach(player, offset)
--pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
player:add_velocity(vector.new(math.random(-6,6),math.random(5,8),math.random(-6,6))) --throw the rider off
player:add_velocity(vector.new(math.random(-6,6), math.random(5,8), math.random(-6,6))) --throw the rider off
--[[
minetest.after(0.1, function(name, pos)
@ -187,13 +188,13 @@ end
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local rot_view = 0
--local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
--if entity.player_rotation.y == 90 then
-- rot_view = math.pi/2
--end
local acce_y = 0
--local acce_y = 0
local velo = entity.object:get_velocity()
entity.v = get_v(velo) * get_sign(entity.v)
@ -388,7 +389,6 @@ end
-- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
if true then
print("succ")
return

@ -9,9 +9,9 @@ local get_objects_inside_radius = minetest.get_objects_inside_radius
local math_random = math.random
local math_floor = math.floor
local max = math.max
--local max = math.max
local vector_distance = vector.distance
--local vector_distance = vector.distance
local vector_new = vector.new
local vector_floor = vector.floor