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https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-27 03:37:31 +01:00
1095 lines
26 KiB
Lua
1095 lines
26 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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local CHECK_HERD_FREQUENCY = 4
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local PATHFINDING = "gowp"
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local node_snow = "mcl_core:snow"
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
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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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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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if fallback then
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return minetest.registered_nodes[fallback]
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else
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return registered_fallback_node
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end
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end
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-- Returns true is node can deal damage to self
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function mob_class:is_node_dangerous(nodename)
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local nn = nodename
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if self.lava_damage > 0 then
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if minetest.get_item_group(nn, "lava") ~= 0 then
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return true
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end
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end
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if self.fire_damage > 0 then
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if minetest.get_item_group(nn, "fire") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then
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return true
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end
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return false
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end
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-- Returns true if node is a water hazard
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function mob_class:is_node_waterhazard(nodename)
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local nn = nodename
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if self.water_damage > 0 then
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if minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then
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if self.breath_max ~= -1 then
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-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
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-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
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if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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end
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end
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return false
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end
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local function raycast_line_of_sight (origin, target)
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local raycast = minetest.raycast(origin, target, false, true)
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local los_blocked = false
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for hitpoint in raycast do
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if hitpoint.type == "node" then
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--TODO type object could block vision, for example chests
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local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint))
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if node.name ~= "air" then
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local nodef = minetest.registered_nodes[node.name]
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if nodef and nodef.walkable then
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los_blocked = true
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break
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end
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end
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end
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end
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return not los_blocked
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end
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function mob_class:target_visible(origin)
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if not origin then return end
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if not self.attack then return end
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local target_pos = self.attack:get_pos()
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if not target_pos then return end
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local origin_eye_pos = vector.offset(origin, 0, self.head_eye_height, 0)
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--minetest.log("origin: " .. dump(origin))
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--minetest.log("origin_eye_pos: " .. dump(origin_eye_pos))
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local targ_head_height, targ_feet_height
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if self.attack:is_player() then
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local cbox = self.object:get_properties().collisionbox
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targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
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targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
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else
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targ_head_height = vector.offset(target_pos, 0, self.collisionbox[5], 0)
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targ_feet_height = vector.offset(target_pos, 0, self.collisionbox[2], 0)
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end
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--minetest.log("start targ_head_height: " .. dump(targ_head_height))
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if raycast_line_of_sight (origin_eye_pos, targ_head_height) then
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return true
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end
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--minetest.log("Start targ_feet_height: " .. dump(targ_feet_height))
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if raycast_line_of_sight (origin_eye_pos, targ_feet_height) then
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return true
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end
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-- TODO mid way between feet and head
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return false
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end
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-- check line of sight (BrunoMine)
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function mob_class:line_of_sight(pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = vector.distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = vector.distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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function mob_class:can_jump_cliff()
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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 = math.abs(v.x)+math.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 = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = math.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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function mob_class:is_at_cliff_or_danger()
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if self.fear_height == 0 or self._jumping_cliff or self._can_jump_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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local yaw = self.object:get_yaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
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vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
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if free_fall then
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return true
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else
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local bnode = minetest.get_node(blocker)
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local danger = self:is_node_dangerous(bnode.name)
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if danger then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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return false
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end
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end
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end
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return false
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end
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-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
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function mob_class:is_at_water_danger()
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if self.water_damage == 0 and self.breath_max == -1 then
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--minetest.log("Do not need a water check for: " .. self.name)
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return
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end
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local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
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if in_water_danger then return false end -- If you're in trouble, do not stop
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if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_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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local pos = self.object:get_pos()
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if not yaw or not pos then
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return
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end
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local los, blocker = minetest.line_of_sight(
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vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
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vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
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if not los then
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local bnode = minetest.get_node(blocker)
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local waterdanger = self:is_node_waterhazard(bnode.name)
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if waterdanger and not in_water_danger then
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return true
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end
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end
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return false
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end
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function mob_class:env_danger_movement_checks(player_in_active_range)
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local yaw = 0
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if not player_in_active_range then return end
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if self.state == PATHFINDING
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or self.state == "attack"
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or self.state == "stand"
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or self.state == "runaway" then
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return
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end
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if self:is_at_water_danger() then
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--minetest.log("At water danger for mob, stop?: " .. self.name)
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if math.random(1, 10) <= 7 then
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if self.state ~= "stand" then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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end
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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return
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end
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end
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--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
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if self.state ~= "stand" then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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end
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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end--]]
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end
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-- jump if facing a solid node (not fences or gates)
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function mob_class:do_jump()
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if not self.jump
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or self.jump_height == 0
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or self.fly
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or self.order == "stand" then
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return false
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end
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self.facing_fence = false
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-- something stopping us while moving?
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if self.state ~= "stand"
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and self:get_velocity() > 0.5
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and self.object:get_velocity().y ~= 0 then
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return false
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end
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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-- what is mob standing on?
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pos.y = pos.y + self.collisionbox[2] - 0.2
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local nod = node_ok(pos)
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if minetest.registered_nodes[nod.name].walkable == false then
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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 = math.abs(v.x)+math.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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local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
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-- what is in front of mob?
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nod = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 0.5,
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z = pos.z + dir_z
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})
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-- this is used to detect if there's a block on top of the block in front of the mob.
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-- If there is, there is no point in jumping as we won't manage.
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local nodTop = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 1.5,
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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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end
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-- thin blocks that do not need to be jumped
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if nod.name == node_snow then
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return false
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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 or self._can_jump_cliff 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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and minetest.get_item_group(nod.name, "wall") == 0 then
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local v = self.object:get_velocity()
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v.y = self.jump_height + 0.1 * 3
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if self._can_jump_cliff 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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self:set_animation( "jump") -- only when defined
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self.object:set_velocity(v)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
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return
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end
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self.object:set_acceleration({
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x = v.x * 2,
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y = DEFAULT_FALL_SPEED,
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z = v.z * 2,
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})
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end, self, v)
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if self.jump_sound_cooloff <= 0 then
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self:mob_sound("jump")
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self.jump_sound_cooloff = 0.5
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end
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else
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self.facing_fence = true
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end
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-- if we jumped against a block/wall 4 times then turn
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if self.object:get_velocity().x ~= 0
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and self.object:get_velocity().z ~= 0 then
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self.jump_count = (self.jump_count or 0) + 1
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if self.jump_count == 4 then
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 1.35, 8)
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self.jump_count = 0
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end
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end
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return true
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end
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return false
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end
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-- should mob follow what I'm holding ?
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function mob_class:follow_holding(clicker)
|
|
if self.nofollow then return false end
|
|
|
|
if mcl_mobs.invis[clicker:get_player_name()] then
|
|
return false
|
|
end
|
|
|
|
local item = clicker:get_wielded_item()
|
|
local t = type(self.follow)
|
|
|
|
-- single item
|
|
if t == "string"
|
|
and item:get_name() == self.follow then
|
|
return true
|
|
|
|
-- multiple items
|
|
elseif t == "table" then
|
|
|
|
for no = 1, #self.follow do
|
|
|
|
if self.follow[no] == item:get_name() then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
function mob_class:replace_node(pos)
|
|
|
|
|
|
if not self.replace_rate
|
|
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
|
|
return
|
|
end
|
|
|
|
local what, with, y_offset
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
|
|
local num = math.random(#self.replace_what)
|
|
|
|
what = self.replace_what[num][1] or ""
|
|
with = self.replace_what[num][2] or ""
|
|
y_offset = self.replace_what[num][3] or 0
|
|
else
|
|
what = self.replace_what
|
|
with = self.replace_with or ""
|
|
y_offset = self.replace_offset or 0
|
|
end
|
|
|
|
pos.y = pos.y + y_offset
|
|
|
|
local node = minetest.get_node(pos)
|
|
if node.name == what then
|
|
|
|
local oldnode = {name = what, param2 = node.param2}
|
|
local newnode = {name = with, param2 = node.param2}
|
|
local on_replace_return = false
|
|
if self.on_replace then
|
|
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
|
|
end
|
|
|
|
|
|
if on_replace_return ~= false then
|
|
|
|
if mobs_griefing then
|
|
minetest.after(self.replace_delay, function()
|
|
if self and self.object and self.object:get_velocity() and self.health > 0 then
|
|
minetest.set_node(pos, newnode)
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- specific runaway
|
|
local specific_runaway = function(list, what)
|
|
if type(list) ~= "table" then
|
|
list = {}
|
|
end
|
|
|
|
-- no list so do not run
|
|
if list == nil then
|
|
return false
|
|
end
|
|
|
|
-- found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- find someone to runaway from
|
|
function mob_class:check_runaway_from()
|
|
if not self.runaway_from and self.state ~= "flop" then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
local p, sp, dist
|
|
local player, obj, min_player
|
|
local type, name = "", ""
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
if mcl_mobs.invis[ objs[n]:get_player_name() ]
|
|
or self.owner == objs[n]:get_player_name()
|
|
or (not self:object_in_range(objs[n])) then
|
|
type = ""
|
|
else
|
|
player = objs[n]
|
|
type = "player"
|
|
name = "player"
|
|
end
|
|
else
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
type = obj.type
|
|
name = obj.name or ""
|
|
end
|
|
end
|
|
|
|
-- find specific mob to runaway from
|
|
if name ~= "" and name ~= self.name
|
|
and specific_runaway(self.runaway_from, name) then
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
dist = vector.distance(p, s)
|
|
|
|
|
|
-- choose closest player/mpb to runaway from
|
|
if dist < min_dist
|
|
and self:line_of_sight(sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
|
|
local lp = player:get_pos()
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + math.pi
|
|
end
|
|
|
|
yaw = self:set_yaw( yaw, 4)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
end
|
|
end
|
|
|
|
|
|
-- follow player if owner or holding item
|
|
function mob_class:check_follow()
|
|
-- find player to follow
|
|
if (self.follow ~= "" or self.order == "follow") and not self.following
|
|
and self.state ~= "attack"
|
|
and self.order ~= "sit"
|
|
and self.state ~= "runaway" then
|
|
local s = self.object:get_pos()
|
|
local players = minetest.get_connected_players()
|
|
for n = 1, #players do
|
|
if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then
|
|
self.following = players[n]
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.type == "npc" and self.order == "follow"
|
|
and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then
|
|
|
|
if self.following and self.owner and self.owner ~= self.following:get_player_name() then
|
|
self.following = nil
|
|
end
|
|
else
|
|
-- stop following player if not holding specific item,
|
|
-- mob is horny, fleeing or attacking
|
|
if self.following and self.following:is_player()
|
|
and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then
|
|
self.following = nil
|
|
end
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
local s = self.object:get_pos()
|
|
|
|
local p
|
|
if self.following:is_player() then
|
|
p = self.following:get_pos()
|
|
elseif self.following.object then
|
|
p = self.following.object:get_pos()
|
|
end
|
|
|
|
if p then
|
|
local dist = vector.distance(p, s)
|
|
|
|
if (not self:object_in_range(self.following)) then
|
|
self.following = nil
|
|
else
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
self:set_yaw( yaw, 2.35)
|
|
|
|
-- anyone but standing npc's can move along
|
|
if dist > 3 and self.order ~= "stand" then
|
|
self:set_velocity(self.follow_velocity)
|
|
if self.walk_chance ~= 0 then
|
|
self:set_animation( "run")
|
|
end
|
|
else
|
|
self:set_velocity(0)
|
|
self:set_animation( "stand")
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:flop()
|
|
-- swimmers flop when out of their element, and swim again when back in
|
|
if self.fly then
|
|
local s = self.object:get_pos()
|
|
|
|
if self:flight_check(s) == false then
|
|
self.state = "flop"
|
|
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
|
|
|
|
local p = self.object:get_pos()
|
|
local sdef = minetest.registered_nodes[node_ok(vector.add(p, vector.new(0,self.collisionbox[2]-0.2,0))).name]
|
|
-- Flop on ground
|
|
if sdef and sdef.walkable then
|
|
if self.object:get_velocity().y < 0.1 then
|
|
self:mob_sound("flop")
|
|
self.object:set_velocity({
|
|
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
y = FLOP_HEIGHT,
|
|
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
})
|
|
end
|
|
end
|
|
|
|
self:set_animation( "stand", true)
|
|
return
|
|
elseif self.state == "flop" then
|
|
self.state = "stand"
|
|
self.object:set_acceleration(vector.zero())
|
|
self:set_velocity(0)
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:go_to_pos(b)
|
|
if not self then return end
|
|
local s=self.object:get_pos()
|
|
if not b then
|
|
--self.state = "stand"
|
|
return end
|
|
if vector.distance(b,s) < 1 then
|
|
--self:set_velocity(0)
|
|
return true
|
|
end
|
|
local v = { x = b.x - s.x, z = b.z - s.z }
|
|
local yaw = (atann(v.z / v.x) +math.pi/ 2) - self.rotate
|
|
if b.x > s.x then yaw = yaw +math.pi end
|
|
self.object:set_yaw(yaw)
|
|
self:set_velocity(self.follow_velocity)
|
|
self:set_animation("walk")
|
|
end
|
|
|
|
local check_herd_timer = 0
|
|
function mob_class:check_herd(dtime)
|
|
local pos = self.object:get_pos()
|
|
if not pos or self.state == "attack" then return end
|
|
-- Does any mob not move in group. Weird check for something not set?
|
|
if self.move_in_group == false then return end
|
|
|
|
check_herd_timer = check_herd_timer + dtime
|
|
if check_herd_timer < CHECK_HERD_FREQUENCY then return end
|
|
check_herd_timer = 0
|
|
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
|
|
local l = o:get_luaentity()
|
|
local p,y
|
|
if l and l.is_mob and l.name == self.name then
|
|
if self.horny and l.horny then
|
|
p = l.object:get_pos()
|
|
else
|
|
y = o:get_yaw()
|
|
end
|
|
if p then
|
|
self:go_to_pos(p)
|
|
elseif y then
|
|
self:set_yaw(y)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:teleport(target)
|
|
if self.do_teleport then
|
|
if self.do_teleport(self, target) == false then
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:do_states_walk()
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
local s = self.object:get_pos()
|
|
local lp = nil
|
|
|
|
-- is there something I need to avoid?
|
|
if (self.water_damage > 0
|
|
and self.lava_damage > 0)
|
|
or self.breath_max ~= -1 then
|
|
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
|
elseif self.water_damage > 0 then
|
|
lp = minetest.find_node_near(s, 1, {"group:water"})
|
|
elseif self.lava_damage > 0 then
|
|
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
|
elseif self.fire_damage > 0 then
|
|
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
|
end
|
|
|
|
local is_in_danger = false
|
|
if lp then
|
|
-- If mob in or on dangerous block, look for land
|
|
if (self:is_node_dangerous(self.standing_in) or
|
|
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
|
is_in_danger = true
|
|
|
|
-- If mob in or on dangerous block, look for land
|
|
if is_in_danger then
|
|
-- Better way to find shore - copied from upstream
|
|
lp = minetest.find_nodes_in_area_under_air(
|
|
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
|
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
|
{"group:solid"})
|
|
|
|
lp = #lp > 0 and lp[math.random(#lp)]
|
|
|
|
-- did we find land?
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
|
|
if lp.x > s.x then yaw = yaw +math.pi end
|
|
|
|
-- look towards land and move in that direction
|
|
yaw = self:set_yaw( yaw, 6)
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
end
|
|
end
|
|
|
|
-- A danger is near but mob is not inside
|
|
else
|
|
|
|
-- Randomly turn
|
|
if math.random(1, 100) <= 30 then
|
|
yaw = yaw + math.random(-0.5, 0.5)
|
|
yaw = self:set_yaw( yaw, 8)
|
|
end
|
|
end
|
|
|
|
yaw = self:set_yaw( yaw, 8)
|
|
|
|
-- otherwise randomly turn
|
|
elseif math.random(1, 100) <= 30 then
|
|
yaw = yaw + math.random(-0.5, 0.5)
|
|
yaw = self:set_yaw( yaw, 8)
|
|
end
|
|
|
|
-- stand for great fall or danger or fence in front
|
|
local cliff_or_danger = false
|
|
if is_in_danger then
|
|
cliff_or_danger = self:is_at_cliff_or_danger()
|
|
end
|
|
if self.facing_fence == true
|
|
or cliff_or_danger
|
|
or math.random(1, 100) <= 30 then
|
|
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation( "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
else
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
if self:flight_check()
|
|
and self.animation
|
|
and self.animation.fly_start
|
|
and self.animation.fly_end then
|
|
self:set_animation( "fly")
|
|
else
|
|
self:set_animation( "walk")
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:do_states_stand(player_in_active_range)
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if math.random(1, 4) == 1 then
|
|
|
|
local s = self.object:get_pos()
|
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
local lp
|
|
for n = 1, #objs do
|
|
if objs[n]:is_player() then
|
|
lp = objs[n]:get_pos()
|
|
break
|
|
end
|
|
end
|
|
|
|
-- look at any players nearby, otherwise turn randomly
|
|
if lp and self.look_at_players then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
if lp.x > s.x then yaw = yaw +math.pi end
|
|
else
|
|
yaw = yaw + math.random(-0.5, 0.5)
|
|
end
|
|
|
|
yaw = self:set_yaw( yaw, 8)
|
|
end
|
|
if self.order == "sit" then
|
|
self:set_animation( "sit")
|
|
self:set_velocity(0)
|
|
else
|
|
self:set_animation( "stand")
|
|
self:set_velocity(0)
|
|
end
|
|
|
|
-- npc's ordered to stand stay standing
|
|
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
|
|
|
else
|
|
if player_in_active_range then
|
|
if self.walk_chance ~= 0
|
|
and self.facing_fence ~= true
|
|
and math.random(1, 100) <= self.walk_chance
|
|
and self:is_at_cliff_or_danger() == false then
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
self.state = "walk"
|
|
self:set_animation( "walk")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:do_states_runaway()
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
if self.runaway_timer > 5
|
|
or self:is_at_cliff_or_danger() then
|
|
self.runaway_timer = 0
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation( "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
else
|
|
self:set_velocity( self.run_velocity)
|
|
self:set_animation( "run")
|
|
end
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function mob_class:check_smooth_rotation(dtime)
|
|
-- smooth rotation by ThomasMonroe314
|
|
if self._turn_to then
|
|
self:set_yaw( self._turn_to, .1)
|
|
end
|
|
|
|
if self.delay and self.delay > 0 then
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if self.delay == 1 then
|
|
yaw = self.target_yaw
|
|
else
|
|
local dif = math.abs(yaw - self.target_yaw)
|
|
|
|
if yaw > self.target_yaw then
|
|
|
|
if dif > math.pi then
|
|
dif = 2 * math.pi - dif -- need to add
|
|
yaw = yaw + dif / self.delay
|
|
else
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
end
|
|
|
|
elseif yaw < self.target_yaw then
|
|
|
|
if dif >math.pi then
|
|
dif = 2 * math.pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
|
|
if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (math.pi * 2) end
|
|
end
|
|
|
|
self.delay = self.delay - 1
|
|
if self.shaking then
|
|
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
|
end
|
|
self.object:set_yaw(yaw)
|
|
--self:update_roll()
|
|
end
|
|
-- end rotation
|
|
end
|