Remove aggro for iron golem when out of range

ancientmarinerdev 2023-03-05 18:05:42 +00:00 committed by Gitea
parent 325de7f2cd
commit 655c130956

@ -329,10 +329,7 @@ end
-- find someone to attack
function mob_class:monster_attack()
if not damage_enabled
or self.passive ~= false
or self.state == "attack"
or self:day_docile() then
if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
return
end
@ -341,9 +338,11 @@ function mob_class:monster_attack()
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)
local blacklist_attack = {}
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
if not objs[n]:is_player() then
obj = objs[n]:get_luaentity()
@ -359,32 +358,29 @@ function mob_class:monster_attack()
end
for n = 1, #objs do
if objs[n]:is_player() then
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
type = ""
elseif (self.type == "monster" or self._aggro) then
-- self.aggro made player be attacked by npc again if out of range then back in again
-- Does it serve a purpose other than that?
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 attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true)) then
p = player:get_pos()
sp = s
@ -400,10 +396,9 @@ function mob_class:monster_attack()
attacked_p = true
end
end
-- choose closest player to attack
if dist < min_dist
and not attacked_p
and self:line_of_sight( sp, p, 2) == true then
if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
min_dist = dist
min_player = player
end
@ -434,11 +429,9 @@ function mob_class:npc_attack()
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
obj = objs[n]:get_luaentity()
if obj and obj.type == "monster" then
p = obj.object:get_pos()
sp = s
@ -448,8 +441,7 @@ function mob_class:npc_attack()
p.y = p.y + 1
sp.y = sp.y + 1
if dist < min_dist
and self:line_of_sight( sp, p, 2) == true then
if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
min_dist = dist
min_player = obj.object
end
@ -796,14 +788,25 @@ end
function mob_class:check_aggro(dtime)
if not self._aggro or not self.attack then return end
if not self._check_aggro_timer or self._check_aggro_timer > 5 then
if not self._check_aggro_timer then
self._check_aggro_timer = 0
end
if self._check_aggro_timer > 5 then
self._check_aggro_timer = 0
if self.attack then
-- TODO consider removing this in favour of what is done in do_states_attack
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
-- I do not think this code does anything. Are mobs still loaded in at 128?
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
self._aggro = nil
self.attack = nil
self.state = "stand"
end
end
end
self._check_aggro_timer = self._check_aggro_timer + dtime
end
@ -823,7 +826,10 @@ function mob_class:do_states_attack (dtime)
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0