2021-04-15 21:04:55 +02:00
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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
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2021-04-15 22:18:42 +02:00
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local math_random = math.random
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2021-04-17 23:00:34 +02:00
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local vector_multiply = vector.multiply
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2021-04-15 22:18:42 +02:00
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2021-04-15 21:04:55 +02:00
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local integer_test = {-1,1}
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mobs.collision = function(self)
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local pos = self.object:get_pos()
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2021-04-21 02:33:30 +02:00
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if not self or not self.object or not self.object:get_luaentity() then
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return
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end
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2021-04-15 21:04:55 +02:00
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--do collision detection from the base of the mob
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local collisionbox = self.object:get_properties().collisionbox
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pos.y = pos.y + collisionbox[2]
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local collision_boundary = collisionbox[4]
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local radius = collision_boundary
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if collisionbox[5] > collision_boundary then
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radius = collisionbox[5]
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end
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local collision_count = 0
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2021-04-21 04:41:13 +02:00
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local check_for_attack = false
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if self.hostile and self.attacking then
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check_for_attack = true
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end
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2021-04-15 21:04:55 +02:00
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for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
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if object and object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) then--and
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--don't collide with rider, rider don't collide with thing
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--(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
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--(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
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--stop infinite loop
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collision_count = collision_count + 1
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if collision_count > 100 then
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break
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end
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local pos2 = object:get_pos()
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local object_collisionbox = object:get_properties().collisionbox
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pos2.y = pos2.y + object_collisionbox[2]
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local object_collision_boundary = object_collisionbox[4]
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--this is checking the difference of the object collided with's possision
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--if positive top of other object is inside (y axis) of current object
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local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
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local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
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local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
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if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
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local dir = vector.direction(pos,pos2)
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dir.y = 0
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--eliminate mob being stuck in corners
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if dir.x == 0 and dir.z == 0 then
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--slightly adjust mob position to prevent equal length
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--corner/wall sticking
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dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
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dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
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end
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local velocity = dir
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--0.5 is the max force multiplier
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local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
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local vel1 = vector.multiply(velocity, -1.5)
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local vel2 = vector.multiply(velocity, 1.5)
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2021-04-17 23:00:34 +02:00
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vel1 = vector.multiply(vel1, force * 10)
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2021-04-15 21:04:55 +02:00
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vel2 = vector.multiply(vel2, force)
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2021-04-17 23:00:34 +02:00
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if object:is_player() then
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vel2 = vector_multiply(vel2, 2.5)
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2021-04-21 04:41:13 +02:00
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--integrate mob punching into collision detection
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if check_for_attack and self.punch_timer <= 0 then
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if object == self.attacking then
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mobs.punch_attack(self)
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end
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end
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2021-04-17 23:00:34 +02:00
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end
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2021-04-15 21:04:55 +02:00
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self.object:add_velocity(vel1)
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object:add_velocity(vel2)
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end
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end
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end
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end
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