MineClone2/mods/ENTITIES/mcl_mobs/movement.lua
2024-12-01 00:53:42 +01:00

835 lines
25 KiB
Lua

local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local CHECK_HERD_FREQUENCY = 4
local PATHFINDING = "gowp"
local node_snow = "mcl_core:snow"
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local logging = minetest.settings:get_bool("mcl_logging_mobs_movement", true)
local random = math.random
local sin = math.sin
local cos = math.cos
local abs = math.abs
local floor = math.floor
local PI = math.pi
local TWOPI = 2 * math.pi
local HALFPI = 0.5 * math.pi
local QUARTERPI = 0.25 * math.pi
local vector_new = vector.new
local vector_zero = vector.zero
local vector_copy = vector.copy
local vector_offset = vector.offset
local vector_distance = vector.distance
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
-- Stop movement and stand
function mob_class:stand()
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
end
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then return node end
return fallback and minetest.registered_nodes[fallback] or registered_fallback_node
end
-- Returns true is node can deal damage to self
function mob_class:is_node_dangerous(nodename)
local ndef = minetest.registered_nodes[nodename]
return ndef and (
(self.lava_damage > 0 and ndef.groups.lava)
or (self.fire_damage > 0 and ndef.groups.fire)
or ((ndef.damage_per_second or 0) > 0))
end
-- Returns true if node is a water hazard
function mob_class:is_node_waterhazard(nodename)
local ndef = minetest.registered_nodes[nodename]
return ndef and ndef.groups.water and (
(self.water_damage > 0)
or (not self.breathes_in_water and self.breath_max ~= -1 and (ndef.drowning or 0) > 0))
end
local function raycast_line_of_sight(origin, target)
local raycast = minetest.raycast(origin, target, false, true)
local los_blocked = false
for hitpoint in raycast do
if hitpoint.type == "node" then
--TODO type object could block vision, for example chests
local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint))
if node.name ~= "air" then
local nodef = minetest.registered_nodes[node.name]
if nodef and nodef.walkable then
los_blocked = true
break
end
end
end
end
return not los_blocked
end
function mob_class:target_visible(origin)
if not origin then return end
if not self.attack then return end
local target_pos = self.attack:get_pos()
if not target_pos then return end
local origin_eye_pos = vector_offset(origin, 0, self.head_eye_height, 0)
--minetest.log("origin: " .. dump(origin))
--minetest.log("origin_eye_pos: " .. dump(origin_eye_pos))
local targ_head_height, targ_feet_height
local cbox = self.collisionbox
if self.attack:is_player() then
targ_head_height = vector_offset(target_pos, 0, cbox[5], 0)
targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
else
targ_head_height = vector_offset(target_pos, 0, cbox[5], 0)
targ_feet_height = vector_offset(target_pos, 0, cbox[2], 0)
end
--minetest.log("start targ_head_height: " .. dump(targ_head_height))
if raycast_line_of_sight (origin_eye_pos, targ_head_height) then
return true
end
--minetest.log("Start targ_feet_height: " .. dump(targ_feet_height))
if raycast_line_of_sight (origin_eye_pos, targ_feet_height) then
return true
end
-- TODO mid way between feet and head
return false
end
-- check line of sight (BrunoMine)
function mob_class:line_of_sight(pos1, pos2, stepsize)
stepsize = stepsize or 1
local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s == true then
return true
end
-- New pos1 to be analyzed
local npos1 = vector_copy(pos1)
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
-- Checks the return
if r == true then return true end
-- Nodename found
local nn = minetest.get_node(pos).name
-- Target Distance (td) to travel
local td = vector_distance(pos1, pos2)
-- Actual Distance (ad) traveled
local ad = 0
-- It continues to advance in the line of sight in search of a real
-- obstruction which counts as 'normal' nodebox.
while minetest.registered_nodes[nn] and minetest.registered_nodes[nn].walkable == false do
-- Check if you can still move forward
if td < ad + stepsize then return true end -- Reached the target
-- Moves the analyzed pos
local d = vector_distance(pos1, pos2)
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
-- NaN checks
if d == 0
or npos1.x ~= npos1.x
or npos1.y ~= npos1.y
or npos1.z ~= npos1.z then
return false
end
ad = ad + stepsize
-- scan again
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
if r == true then return true end
-- New Nodename found
nn = minetest.get_node(pos).name
end
return false
end
function mob_class:can_jump_cliff()
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
local cbox = self.collisionbox
-- where is front
local dir_x = -sin(yaw) * (cbox[4] + 0.5)
local dir_z = cos(yaw) * (cbox[4] + 0.5)
--is there nothing under the block in front? if so jump the gap.
local node_low = node_ok(vector_offset(pos, dir_x * 0.6, -0.5, dir_z * 0.6), "air")
-- next is solid, no need to jump
if minetest.registered_nodes[node_low.name] and minetest.registered_nodes[node_low.name].walkable == true then
self._jumping_cliff = false
return false
end
local node_far = node_ok(vector_offset(pos, dir_x * 1.6, -0.5, dir_z * 1.6), "air")
local node_far2 = node_ok(vector_offset(pos, dir_x * 2.5, -0.5, dir_z * 2.5), "air")
-- TODO: also check there is air above these nodes?
-- some place to land on
if (minetest.registered_nodes[node_far.name] and minetest.registered_nodes[node_far.name].walkable == true)
or (minetest.registered_nodes[node_far2.name] and minetest.registered_nodes[node_far2.name].walkable == true)
then
--disable fear height while we make our jump
self._jumping_cliff = true
--minetest.log("Jumping cliff: " .. self.name .. " nodes " .. node_low.name .. " - " .. node_far.name .. " - " .. node_far2.name)
minetest.after(.1, function()
if self and self.object then
self._jumping_cliff = false
end
end)
return true
else
self._jumping_cliff = false
return false
end
end
-- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger()
--minetest.log(self.name.. " "..tostring(self.fear_height).." "..tostring(self._jumping_cliff).." "..tostring(self._can_jump_cliff).." "..tostring(self.fly))
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!
return false
end
if self.fly then -- also avoids checking fish
return false
end
local yaw = self.object:get_yaw()
local cbox = self.collisionbox
local dir_x = -sin(yaw) * (cbox[4] + 0.5)
local dir_z = cos(yaw) * (cbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + cbox[2] + 0.1 -- just above floor
local free_fall, blocker = minetest.line_of_sight(
vector_new(pos.x + dir_x, ypos, pos.z + dir_z),
vector_new(pos.x + dir_x, floor(ypos - self.fear_height), pos.z + dir_z))
if free_fall then
return "free fall"
end
local height = ypos + 0.4 - blocker.y
local chance = (self.jump_height or 4) * 0.25 / (height * height)
if height >= self.fear_height and random() < chance then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." avoiding drop of "..height) --.." chance "..chance)
end
return "drop of "..tostring(height)
end
local bnode = minetest.get_node(blocker)
-- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name .. " height "..height)
if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in) then
return false -- allow to get out of the immediate danger
end
if self:is_node_dangerous(bnode.name) or self:is_node_waterhazard(bnode.name) then
return bnode.name
end
return false
end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger()
if self.water_damage == 0 and self.breath_max == -1 then
--minetest.log("Do not need a water check for: " .. self.name)
return false
end
if self.fly then -- also avoids checking fish
return false
end
local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
if in_water_danger then return false end -- If you're in trouble, do not stop
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
return false
end
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
if not yaw or not pos then
return false
end
local cbox = self.collisionbox
local dir_x = -sin(yaw) * (cbox[4] + 0.5)
local dir_z = cos(yaw) * (cbox[4] + 0.5)
local ypos = pos.y + cbox[2] + 0.1 -- just above floor
local los, blocker = minetest.line_of_sight(
vector_new(pos.x + dir_x, ypos, pos.z + dir_z),
vector_new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
if not los then
local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name)
if waterdanger then
return bnode.name
end
end
return false
end
function mob_class:env_danger_movement_checks(player_in_active_range)
if not player_in_active_range then return end
if self.state == PATHFINDING
or self.state == "attack"
or self.state == "stand"
or self.state == "runaway" then
return
end
if self:is_at_water_danger() then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." at water danger, stop and rotate?")
end
if random() <= 0.9 then
if self.state ~= "stand" then self:stand() end
self:turn_by(PI * (random() - 0.5), 10)
return
end
end
if not self._can_jump_cliff and self:is_at_cliff_or_danger() then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." at cliff danger, rotate")
end
if random() <= 0.99 then
if self.state ~= "stand" then self:stand() end
self:turn_by(PI * (random() - 0.5), 10)
end
end
end
-- jump if facing a solid node (not fences or gates)
function mob_class:do_jump()
if not self.jump or self.jump_height == 0 or self.fly or self.order == "stand" then return false end
self.facing_fence = false
self._jumping_cliff = false
-- something stopping us while moving?
if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end
local pos = self.object:get_pos()
local v = self.object:get_velocity()
local cbox = self.collisionbox
local in_water = minetest.get_item_group(node_ok(pos).name, "water") > 0
-- what is mob standing on?
pos.y = pos.y + cbox[2]
local node_below = node_ok(vector_offset(pos, 0, -0.2, 0))
local nbdef = minetest.registered_nodes[node_below.name]
if nbdef and nbdef.walkable == false and not in_water then return false end
local yaw = self.object:get_yaw()
-- where is front
local dir_x = -sin(yaw) * (cbox[4] + 0.5) + v.x * 0.25
local dir_z = cos(yaw) * (cbox[4] + 0.5) + v.z * 0.25
-- what is in front of mob?
local nod = node_ok(vector_offset(pos, dir_x, 0.5, dir_z))
local ndef = minetest.registered_nodes[nod.name]
-- thin blocks that do not need to be jumped
if nod.name == node_snow or (ndef and ndef.groups.carpet or 0) > 0 then return false end
-- this is used to detect if there's a block on top of the block in front of the mob.
-- If there is, there is no point in jumping as we won't manage.
local node_top = node_ok(vector_offset(pos, dir_x, 1.5, dir_z), "air")
-- TODO: also check above the mob itself?
-- we don't attempt to jump if there's a stack of blocks blocking, unless attacking
local ntdef = minetest.registered_nodes[node_top.name]
if ntdef and ntdef.walkable == true and not (self.attack and self.state == "attack") then return false end
if self.walk_chance ~= 0 and not (ndef and ndef.walkable) and not self._can_jump_cliff then return false end
if (ndef.groups.fence or 0) ~= 0 or (ndef.groups.fence_gate or 0) ~= 0 or (ndef.groups.wall or 0) ~= 0 then
self.facing_fence = true
return false
end
v.y = self.jump_height + 0.3
if in_water then
v.x, v.y, v.z = v.x * 1.2, v.y * 1.5, v.z * 1.2
elseif self._can_jump_cliff then
v.x, v.y, v.z = v.x * 2.5, v.y * 1.1, v.z * 2.5
end
self:set_animation("jump") -- only when defined
self.object:set_velocity(v)
-- when in air move forward
local forward = function(self, v)
if not self.object or not self.object:get_luaentity() or self.state == "die" then return end
self.object:set_acceleration(vector_new(v.x * 2, DEFAULT_FALL_SPEED, v.z * 2))
end
-- trying multiple time helps mobs jump
minetest.after(0.1, forward, self, v)
minetest.after(0.2, forward, self, v)
minetest.after(0.3, forward, self, v)
if self.jump_sound_cooloff <= 0 then
self:mob_sound("jump")
self.jump_sound_cooloff = 0.5
end
-- if we jumped against a block/wall 4 times then turn
if (v.x * v.x + v.z * v.z) < 0.1 then
self._jump_count = (self._jump_count or 0) + 1
if self._jump_count == 4 then
self:turn_by(TWOPI * (random() - 0.5), 8)
self._jump_count = 0
return false
end
else
self._jump_count = 0
end
return true
end
-- should mob follow what I'm holding ?
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
or self.object:get_velocity().y ~= 0
or random(1, self.replace_rate) > 1 then
return
end
local what, with, y_offset
if type(self.replace_what[1]) == "table" then
local num = 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)
-- no list so do not run
if list == nil then return false end
if type(list) ~= "table" then list = {} 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
dist = vector_distance(p, s)
-- choose closest player/mpb to runaway from
if dist < min_dist
and self:line_of_sight(vector_offset(sp, 0, 1, 0), vector_offset(p, 0, 1, 0), 2) == true then
-- aim higher to make looking up hills more realistic
min_dist = dist
min_player = player
end
end
end
if min_player then
local lp = player:get_pos()
self:turn_in_direction(s.x - lp.x, s.z - lp.z, 4) -- away from player
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 = self.following:is_player() and self.following:get_pos()
or self.following.object and self.following.object:get_pos()
if p then
if (not self:object_in_range(self.following)) then
self.following = nil
else
self:turn_in_direction(p.x - s.x, p.z - s.z, 2.35)
-- anyone but standing npc's can move along
local dist = vector_distance(p, s)
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(vector_new(0, DEFAULT_FALL_SPEED, 0))
local p = self.object:get_pos()
local sdef = minetest.registered_nodes[node_ok(vector_offset(p, 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(vector_new((random() * 2 - 1) * FLOP_HOR_SPEED, FLOP_HEIGHT, (random() * 2 - 1) * 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, speed)
if not self then return end
if not b then return end
local s = self.object:get_pos()
if vector_distance(b,s) < .4 then return true end
if b.y > s.y + 0.2 then self:do_jump() end
self:turn_in_direction(b.x - s.x, b.z - s.z, 2)
speed = speed or self.walk_velocity
self:set_velocity(speed)
self:set_animation(speed <= self.walk_velocity and "walk" or "run")
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()
if l and l.is_mob and l.name == self.name then
if self.horny and l.horny then
self:go_to_pos(l.object:get_pos())
else
self:set_yaw(o:get_yaw(), 8)
end
end
end
end
function mob_class:teleport(target)
if self.do_teleport then return self.do_teleport(self, target) end
end
function mob_class:animate_walk_or_fly()
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
function mob_class:do_states_walk()
local yaw = self.object:get_yaw() or 0
local s = self.object:get_pos()
-- If mob in or on dangerous block, look for land
if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in)
or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then
-- Better way to find shore - copied from upstream
local lp = minetest.find_nodes_in_area_under_air(vector_offset(s, -5, -0.5, -5), vector_offset(s, 5, 1, 5), {"group:solid"})
if #lp == 0 then
local lp = minetest.find_nodes_in_area_under_air(vector_offset(s, -10, -0.5, -10), vector_offset(s, 10, 1, 10), {"group:solid"})
end
-- TODO: use node with smallest change in yaw instead of random?
lp = #lp > 0 and lp[random(#lp)]
-- did we find land?
if lp then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." heading to land ".. tostring(minetest.get_node(lp).name or nil))
end
-- look towards land and move in that direction
self:turn_in_direction(lp.x - s.x, lp.z - s.z, 8)
self:set_velocity(self.walk_velocity)
self:animate_walk_or_fly()
return
end
end
-- stop at fences or randomly
-- fences break villager pathfinding! if self.facing_fence == true or random() <= 0.3 then
if random() <= 0.3 then
self:stand()
return
end
-- facing wall? then turn
local facing_wall = false
local cbox = self.collisionbox
local dir_x = -sin(yaw - QUARTERPI) * (cbox[4] + 0.5)
local dir_z = cos(yaw - QUARTERPI) * (cbox[4] + 0.5)
local nodface = node_ok(vector_offset(s, dir_x, cbox[5] - cbox[2], dir_z))
if minetest.registered_nodes[nodface.name] and minetest.registered_nodes[nodface.name].walkable == true then
dir_x = -sin(yaw + QUARTERPI) * (cbox[4] + 0.5)
dir_z = cos(yaw + QUARTERPI) * (cbox[4] + 0.5)
nodface = node_ok(vector_offset(s, dir_x, cbox[5] - cbox[2], dir_z))
if minetest.registered_nodes[nodface.name] and minetest.registered_nodes[nodface.name].walkable == true then
facing_wall = true
end
end
if facing_wall then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." facing a wall, turning.")
end
self:turn_by(TWOPI * (random() - 0.5), 6)
-- otherwise randomly turn
elseif random() <= 0.3 then
local home = self._home or self._bed
if home and random() < 0.1 then
self:turn_in_direction(home.x - s.x, home.z - s.z, 8)
else
self:turn_by(QUARTERPI * (random() - 0.5), 10)
end
end
self:set_velocity(self.walk_velocity)
self:animate_walk_or_fly()
end
function mob_class:do_states_stand(player_in_active_range)
if random() < 0.25 then
local s = self.object:get_pos()
local lp
if player_in_active_range and self.look_at_players then
local objs = minetest.get_objects_inside_radius(s, 3)
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
end
end
end
-- look at any players nearby, otherwise turn randomly
if lp then
self:turn_in_direction(lp.x - s.x, lp.z - s.z, 10)
else
local home = self._home or self._bed
if home and random() < 0.3 then
self:turn_in_direction(home.x - s.x, home.z - s.z, 8)
else
self:turn_by(HALFPI * (random() - 0.5), 10)
end
end
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 random(1, 100) <= self.walk_chance then
if self:is_at_cliff_or_danger() then
self:turn_by(PI * (random() - 0.5), 10)
else
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
end
end
end
function mob_class:do_states_runaway()
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:stand()
self:turn_by(PI * (random() + 0.5), 8)
else
self:set_velocity( self.run_velocity)
self:set_animation( "run")
end
end