Fix chasing player when close
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1
TODO.txt
1
TODO.txt
@ -2,7 +2,6 @@
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TODO:
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- add version using mobs_redo API
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- add version using cmer API
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- fix chasing player
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- fix explosion leaving "tnt:boom" node
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- add wear to armor when exploding
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- add no-griefing setting
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104
entity.lua
104
entity.lua
@ -112,7 +112,7 @@ local def = {
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modes = {
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idle = {chance=0.3},
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walk = {chance=0.7, moving_speed=1.5},
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follow = {radius=10},
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--chase = {moving_speed=1.5},
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--death = {},
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},
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model = {
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@ -123,7 +123,7 @@ local def = {
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animations = {
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idle = {start=0, stop=79, speed=30},
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walk = {start=168, stop=187, speed=30},
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follow = {start=168, stop=187, speed=30},
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--chase = {start=168, stop=187, speed=30},
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--death = {},
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},
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},
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@ -187,14 +187,12 @@ def.on_activate = function(self, staticdata, dtime_s)
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end
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--[[
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local function isnan(n)
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return tostring(n) == tostring((-1)^.5)
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end
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]]
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local function expand(self)
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if self.chase and self.visualx < 2 then
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if self.expanding and self.visualx < 2 then
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if self.hiss == false then
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core.sound_play("sneeker_hiss", {object=self.object, gain=1.5, max_hear_distance=2*64})
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end
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@ -218,6 +216,46 @@ local function explode(self, pos)
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core.sound_play("sneeker_explode", {object=self.object, gain=sneeker.boom_gain, max_hear_distance=2*64})
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end
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local function chase(self, target)
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-- FIXME: why does setting mode = "chase" not work?
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if not self.chase_anim then
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self.object:set_animation({x=168, y=187}, 30, 0)
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self.chase_anim = true
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end
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local pos = self.object:get_pos()
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local tpos = target:get_pos()
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local vec = {x=tpos.x-pos.x, y=tpos.y-pos.y, z=tpos.z-pos.z}
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local yaw = math.atan(vec.z/vec.x)+math.pi^2
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if tpos.x > pos.x then
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yaw = yaw+math.pi
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end
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yaw = yaw-2
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self.object:set_yaw(yaw)
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local direction = {x=math.sin(yaw)*-1, y=0, z=math.cos(yaw)}
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-- FIXME: hack
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local can_set = true
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for _, c in ipairs({direction.x*2.5, direction.z*2.5}) do
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if isnan(c) then
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can_set = false
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break
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end
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end
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if can_set then
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self.object:set_velocity({x=direction.x*2.5, y=self.object:get_velocity().y, z=direction.z*2.5})
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end
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end
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local function end_chase(self)
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self.chasing = nil
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self.chase_anim = false
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self.mode = "idle"
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self.expanding = false
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end
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def.on_step = function(self, staticdata, dtime_s)
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--[[
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-- update lifetime timer
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@ -297,6 +335,17 @@ def.on_step = function(self, staticdata, dtime_s)
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expand(self)
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local players_within_10 = {}
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for _, object in ipairs(core.get_objects_inside_radius(pos, 10)) do
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if object:is_player() then
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table.insert(players_within_10, object)
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end
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end
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if not self.chasing then
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self.chasing = players_within_10[1]
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end
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--[[
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self.chase = false
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@ -358,7 +407,46 @@ def.on_step = function(self, staticdata, dtime_s)
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end
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]]
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if self.state == "chase" then
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if self.chasing then
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if self.chasing:get_hp() > 0 then
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self.mode = "chase"
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local within_2 = false
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for _, object in ipairs(core.get_objects_inside_radius(pos, 2)) do
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if object == self.chasing then
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within_2 = true
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break
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end
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end
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if within_2 then
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if self.visualx >= 2 then
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explode(self, pos)
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self.chasing = nil
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return true
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end
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self.expanding = true
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else
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self.expanding = false
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end
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local within_10 = false
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for _, object in ipairs(players_within_10) do
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if object == self.chasing then
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within_10 = true
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break
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end
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end
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if within_10 then
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-- follow player
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chase(self, self.chasing)
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return true
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end
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end
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end_chase(self)
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--[[
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if self.anim ~= ANIM_WALK then
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self.object:set_animation({x=animation.walk_START, y=animation.walk_END}, anim_speed, 0)
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@ -366,7 +454,6 @@ def.on_step = function(self, staticdata, dtime_s)
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end
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self.turn = "straight"
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]]
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local inside_2 = core.get_objects_inside_radius(pos, 2)
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@ -382,6 +469,7 @@ def.on_step = function(self, staticdata, dtime_s)
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end
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end
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end
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]]
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--[[
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if #inside ~= 0 then
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@ -436,6 +524,8 @@ def.on_step = function(self, staticdata, dtime_s)
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self.state = "stand"
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end
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]]
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elseif self.mode == "chase" then
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self.mode = "idle"
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end
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--[[
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