2021-04-15 21:04:55 +02:00
|
|
|
local math_random = math.random
|
2021-04-17 22:23:38 +02:00
|
|
|
local math_pi = math.pi
|
2021-04-15 21:04:55 +02:00
|
|
|
|
2021-04-15 21:34:07 +02:00
|
|
|
local vector_multiply = vector.multiply
|
2021-04-16 21:30:44 +02:00
|
|
|
local vector_add = vector.add
|
2021-04-17 03:43:02 +02:00
|
|
|
local vector_new = vector.new
|
2021-04-15 21:34:07 +02:00
|
|
|
|
|
|
|
local minetest_yaw_to_dir = minetest.yaw_to_dir
|
|
|
|
local minetest_get_item_group = minetest.get_item_group
|
|
|
|
local minetest_get_node = minetest.get_node
|
2021-04-16 21:30:44 +02:00
|
|
|
local minetest_line_of_sight = minetest.line_of_sight
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-16 21:30:44 +02:00
|
|
|
local DOUBLE_PI = math.pi * 2
|
2021-04-16 21:39:39 +02:00
|
|
|
local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
|
2021-04-17 18:36:19 +02:00
|
|
|
--a simple helper function which is too small to move into movement.lua
|
2021-04-17 18:38:48 +02:00
|
|
|
local quick_rotate = function(self,dtime)
|
2021-04-17 18:36:19 +02:00
|
|
|
self.yaw = self.yaw + THIRTY_SECONDTH_PI
|
|
|
|
if self.yaw > DOUBLE_PI then
|
|
|
|
self.yaw = self.yaw - DOUBLE_PI
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-04-17 02:32:05 +02:00
|
|
|
--[[
|
|
|
|
_ _
|
|
|
|
| | | |
|
|
|
|
| | __ _ _ __ __| |
|
|
|
|
| | / _` | '_ \ / _` |
|
|
|
|
| |___| (_| | | | | (_| |
|
|
|
|
\_____/\__,_|_| |_|\__,_|
|
2021-04-17 19:04:55 +02:00
|
|
|
]]--
|
2021-04-17 02:32:05 +02:00
|
|
|
|
2021-04-16 21:30:44 +02:00
|
|
|
--this is basically reverse jump_check
|
|
|
|
local cliff_check = function(self,dtime)
|
2021-04-16 21:39:39 +02:00
|
|
|
--mobs will flip out if they are falling without this
|
|
|
|
if self.object:get_velocity().y ~= 0 then
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
2021-04-16 21:30:44 +02:00
|
|
|
local pos = self.object:get_pos()
|
|
|
|
local dir = minetest_yaw_to_dir(self.yaw)
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
|
|
local radius = collisionbox[4] + 0.5
|
|
|
|
|
2021-04-16 21:39:39 +02:00
|
|
|
dir = vector_multiply(dir,radius)
|
|
|
|
|
2021-04-16 21:30:44 +02:00
|
|
|
local free_fall, blocker = minetest_line_of_sight(
|
|
|
|
{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
|
|
|
|
{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
|
|
|
|
|
|
|
|
return free_fall
|
|
|
|
end
|
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
|
2021-04-16 17:31:18 +02:00
|
|
|
-- state switching logic (stand, walk, run, attacks)
|
2021-04-17 02:32:05 +02:00
|
|
|
local land_state_list_wandering = {"stand", "walk"}
|
|
|
|
|
|
|
|
local land_state_switch = function(self, dtime)
|
2021-04-20 23:10:51 +02:00
|
|
|
|
2021-04-21 02:19:55 +02:00
|
|
|
if self.hostile and self.attacking then
|
|
|
|
self.state = "attack"
|
2021-04-20 23:10:51 +02:00
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
--do math after sure not attacking
|
2021-04-16 17:31:18 +02:00
|
|
|
self.state_timer = self.state_timer - dtime
|
2021-04-20 23:10:51 +02:00
|
|
|
|
|
|
|
if self.state_timer <= 0 then
|
2021-04-16 17:31:18 +02:00
|
|
|
self.state_timer = math.random(4,10) + math.random()
|
2021-04-17 02:32:05 +02:00
|
|
|
self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
|
2021-04-16 17:31:18 +02:00
|
|
|
end
|
2021-04-17 02:32:05 +02:00
|
|
|
|
2021-04-16 17:31:18 +02:00
|
|
|
end
|
|
|
|
|
2021-04-17 02:32:05 +02:00
|
|
|
-- states are executed here
|
|
|
|
local land_state_execution = function(self,dtime)
|
2021-04-16 17:31:18 +02:00
|
|
|
|
2021-04-17 19:11:39 +02:00
|
|
|
local pos = self.object:get_pos()
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
|
|
--get the center of the mob
|
|
|
|
pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
|
|
|
|
local current_node = minetest_get_node(pos).name
|
|
|
|
local float_now = false
|
|
|
|
|
|
|
|
--recheck if in water or lava
|
|
|
|
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
|
|
|
float_now = true
|
|
|
|
end
|
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
if self.state == "stand" then
|
2021-04-16 17:31:18 +02:00
|
|
|
|
2021-04-16 19:58:08 +02:00
|
|
|
--do animation
|
|
|
|
mobs.set_mob_animation(self, "stand")
|
|
|
|
|
|
|
|
--set the velocity of the mob
|
|
|
|
mobs.set_velocity(self,0)
|
|
|
|
|
2021-04-21 02:19:55 +02:00
|
|
|
--animation fixes for explosive mobs
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
mobs.reverse_explosion_animation(self,dtime)
|
|
|
|
end
|
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
elseif self.state == "walk" then
|
2021-04-16 17:31:18 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
self.walk_timer = self.walk_timer - dtime
|
2021-04-15 21:04:55 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
--reset the walk timer
|
|
|
|
if self.walk_timer <= 0 then
|
2021-04-15 21:55:10 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
--re-randomize the walk timer
|
|
|
|
self.walk_timer = math.random(1,6) + math.random()
|
2021-04-15 21:04:55 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
--set the mob into a random direction
|
|
|
|
self.yaw = (math_random() * (math.pi * 2))
|
|
|
|
end
|
2021-04-15 21:04:55 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
--do animation
|
2021-04-16 19:58:08 +02:00
|
|
|
mobs.set_mob_animation(self, "walk")
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
--enable rotation locking
|
|
|
|
mobs.movement_rotation_lock(self)
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
--check for nodes to jump over
|
2021-04-21 03:00:36 +02:00
|
|
|
local node_in_front_of = mobs.jump_check(self)
|
2021-04-16 21:55:11 +02:00
|
|
|
|
|
|
|
if node_in_front_of == 1 then
|
2021-04-17 18:36:19 +02:00
|
|
|
|
2021-04-16 21:55:11 +02:00
|
|
|
mobs.jump(self)
|
2021-04-17 01:35:19 +02:00
|
|
|
|
2021-04-16 21:30:44 +02:00
|
|
|
--turn if on the edge of cliff
|
|
|
|
--(this is written like this because unlike
|
|
|
|
--jump_check which simply tells the mob to jump
|
|
|
|
--this requires a mob to turn, removing the
|
|
|
|
--ease of a full implementation for it in a single
|
|
|
|
--function)
|
2021-04-17 00:29:42 +02:00
|
|
|
elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
|
2021-04-16 21:30:44 +02:00
|
|
|
--turn 45 degrees if so
|
2021-04-17 18:38:48 +02:00
|
|
|
quick_rotate(self,dtime)
|
2021-04-17 00:36:23 +02:00
|
|
|
--stop the mob so it doesn't fall off
|
2021-04-17 00:29:42 +02:00
|
|
|
mobs.set_velocity(self,0)
|
|
|
|
end
|
|
|
|
|
|
|
|
--only move forward if path is clear
|
|
|
|
if node_in_front_of == 0 or node_in_front_of == 1 then
|
|
|
|
--set the velocity of the mob
|
2021-04-17 01:59:20 +02:00
|
|
|
mobs.set_velocity(self,self.walk_velocity)
|
2021-04-16 21:30:44 +02:00
|
|
|
end
|
|
|
|
|
2021-04-21 02:19:55 +02:00
|
|
|
--animation fixes for explosive mobs
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
mobs.reverse_explosion_animation(self,dtime)
|
|
|
|
end
|
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
elseif self.state == "run" then
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
print("run")
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
elseif self.state == "attack" then
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-21 04:30:34 +02:00
|
|
|
--execute mob attack type
|
2021-04-21 02:19:55 +02:00
|
|
|
if self.attack_type == "explode" then
|
2021-04-21 04:30:34 +02:00
|
|
|
|
2021-04-21 02:19:55 +02:00
|
|
|
mobs.explode_attack_walk(self, dtime)
|
2021-04-21 04:30:34 +02:00
|
|
|
|
|
|
|
elseif self.attack_type == "punch" then
|
|
|
|
|
|
|
|
mobs.punch_attack_walk(self,dtime)
|
|
|
|
|
2021-04-21 18:42:34 +02:00
|
|
|
elseif self.attack_type == "projectile" then
|
|
|
|
|
|
|
|
mobs.projectile_attack_walk(self,dtime)
|
|
|
|
|
2021-04-21 02:19:55 +02:00
|
|
|
end
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-16 17:50:13 +02:00
|
|
|
end
|
|
|
|
|
2021-04-17 19:11:39 +02:00
|
|
|
if float_now then
|
|
|
|
mobs.float(self)
|
|
|
|
end
|
2021-04-15 21:34:07 +02:00
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2021-04-17 02:32:05 +02:00
|
|
|
--[[
|
2021-04-17 18:28:07 +02:00
|
|
|
_____ _
|
|
|
|
/ ___| (_)
|
|
|
|
\ `--.__ ___ _ __ ___
|
|
|
|
`--. \ \ /\ / / | '_ ` _ \
|
|
|
|
/\__/ /\ V V /| | | | | | |
|
|
|
|
\____/ \_/\_/ |_|_| |_| |_|
|
2021-04-17 02:32:05 +02:00
|
|
|
]]--
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- state switching logic (stand, walk, run, attacks)
|
2021-04-17 18:28:07 +02:00
|
|
|
local swim_state_list_wandering = {"stand", "swim"}
|
2021-04-17 02:32:05 +02:00
|
|
|
|
2021-04-17 18:28:07 +02:00
|
|
|
local swim_state_switch = function(self, dtime)
|
2021-04-17 02:32:05 +02:00
|
|
|
self.state_timer = self.state_timer - dtime
|
2021-04-20 23:10:51 +02:00
|
|
|
if self.state_timer <= 0 then
|
2021-04-17 02:32:05 +02:00
|
|
|
self.state_timer = math.random(4,10) + math.random()
|
2021-04-17 18:28:07 +02:00
|
|
|
self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)]
|
2021-04-17 02:32:05 +02:00
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-04-17 18:36:19 +02:00
|
|
|
--check if a mob needs to turn while swimming
|
|
|
|
local swim_turn_check = function(self,dtime)
|
|
|
|
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + 0.1
|
|
|
|
local dir = minetest_yaw_to_dir(self.yaw)
|
|
|
|
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
|
|
local radius = collisionbox[4] + 0.5
|
|
|
|
|
|
|
|
vector_multiply(dir, radius)
|
|
|
|
|
|
|
|
local test_dir = vector.add(pos,dir)
|
|
|
|
|
|
|
|
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
|
|
|
|
|
|
|
|
return(green_flag_1)
|
|
|
|
end
|
|
|
|
|
2021-04-17 03:43:02 +02:00
|
|
|
--this is to swap the built in engine acceleration modifier
|
2021-04-17 18:28:07 +02:00
|
|
|
local swim_physics_swapper = function(self,inside_swim_node)
|
2021-04-17 03:43:02 +02:00
|
|
|
|
2021-04-17 18:28:07 +02:00
|
|
|
--should be swimming, gravity is applied, switch to floating
|
|
|
|
if inside_swim_node and self.object:get_acceleration().y ~= 0 then
|
2021-04-17 03:43:02 +02:00
|
|
|
self.object:set_acceleration(vector_new(0,0,0))
|
2021-04-17 18:28:07 +02:00
|
|
|
--not be swim, gravity isn't applied, switch to falling
|
|
|
|
elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
|
2021-04-17 03:43:02 +02:00
|
|
|
self.pitch = 0
|
|
|
|
self.object:set_acceleration(vector_new(0,-self.gravity,0))
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2021-04-17 02:32:05 +02:00
|
|
|
|
2021-04-17 03:43:02 +02:00
|
|
|
local random_pitch_multiplier = {-1,1}
|
2021-04-17 03:08:54 +02:00
|
|
|
-- states are executed here
|
2021-04-17 18:28:07 +02:00
|
|
|
local swim_state_execution = function(self,dtime)
|
2021-04-17 02:32:05 +02:00
|
|
|
|
2021-04-17 02:47:16 +02:00
|
|
|
local pos = self.object:get_pos()
|
2021-04-17 03:43:02 +02:00
|
|
|
|
|
|
|
pos.y = pos.y + self.object:get_properties().collisionbox[5]
|
2021-04-17 02:47:16 +02:00
|
|
|
local current_node = minetest_get_node(pos).name
|
2021-04-17 18:28:07 +02:00
|
|
|
local inside_swim_node = false
|
2021-04-17 02:32:05 +02:00
|
|
|
|
2021-04-17 18:28:07 +02:00
|
|
|
--quick scan everything to see if inside swim node
|
|
|
|
for _,id in pairs(self.swim_in) do
|
2021-04-17 02:47:16 +02:00
|
|
|
if id == current_node then
|
2021-04-17 18:28:07 +02:00
|
|
|
inside_swim_node = true
|
2021-04-17 02:47:16 +02:00
|
|
|
break
|
|
|
|
end
|
|
|
|
end
|
2021-04-17 02:32:05 +02:00
|
|
|
|
2021-04-17 03:43:02 +02:00
|
|
|
--turn gravity on or off
|
2021-04-17 18:28:07 +02:00
|
|
|
swim_physics_swapper(self,inside_swim_node)
|
2021-04-17 02:47:16 +02:00
|
|
|
|
2021-04-17 18:28:07 +02:00
|
|
|
--swim properly if inside swim node
|
|
|
|
if inside_swim_node then
|
2021-04-17 03:43:02 +02:00
|
|
|
|
2021-04-17 03:08:54 +02:00
|
|
|
if self.state == "stand" then
|
2021-04-17 02:47:16 +02:00
|
|
|
|
2021-04-17 03:08:54 +02:00
|
|
|
--do animation
|
2021-04-17 18:48:57 +02:00
|
|
|
mobs.set_mob_animation(self, "stand")
|
2021-04-17 02:47:16 +02:00
|
|
|
|
2021-04-17 18:28:07 +02:00
|
|
|
mobs.set_swim_velocity(self,0)
|
2021-04-17 03:43:02 +02:00
|
|
|
|
2021-04-21 18:56:36 +02:00
|
|
|
if self.tilt_swim then
|
|
|
|
mobs.set_static_pitch(self)
|
|
|
|
end
|
2021-04-17 22:23:38 +02:00
|
|
|
|
2021-04-17 18:28:07 +02:00
|
|
|
elseif self.state == "swim" then
|
2021-04-17 02:47:16 +02:00
|
|
|
|
2021-04-17 03:43:02 +02:00
|
|
|
self.walk_timer = self.walk_timer - dtime
|
|
|
|
|
|
|
|
--reset the walk timer
|
|
|
|
if self.walk_timer <= 0 then
|
|
|
|
|
|
|
|
--re-randomize the walk timer
|
|
|
|
self.walk_timer = math.random(1,6) + math.random()
|
|
|
|
|
|
|
|
--set the mob into a random direction
|
|
|
|
self.yaw = (math_random() * (math.pi * 2))
|
2021-04-17 02:47:16 +02:00
|
|
|
|
2021-04-17 03:43:02 +02:00
|
|
|
--create a truly random pitch, since there is no easy access to pitch math that I can find
|
|
|
|
self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
|
|
|
|
end
|
2021-04-17 18:36:19 +02:00
|
|
|
|
2021-04-17 18:48:57 +02:00
|
|
|
--do animation
|
|
|
|
mobs.set_mob_animation(self, "walk")
|
2021-04-17 18:36:19 +02:00
|
|
|
|
|
|
|
--do a quick turn to make mob continuously move
|
|
|
|
--if in a fish tank or something
|
|
|
|
if swim_turn_check(self,dtime) then
|
2021-04-17 18:38:48 +02:00
|
|
|
quick_rotate(self,dtime)
|
2021-04-17 18:36:19 +02:00
|
|
|
end
|
2021-04-17 02:47:16 +02:00
|
|
|
|
2021-04-17 18:28:07 +02:00
|
|
|
mobs.set_swim_velocity(self,self.walk_velocity)
|
2021-04-17 22:23:38 +02:00
|
|
|
|
2021-04-21 18:56:36 +02:00
|
|
|
--only enable tilt swimming if enabled
|
|
|
|
if self.tilt_swim then
|
|
|
|
mobs.set_dynamic_pitch(self)
|
|
|
|
end
|
2021-04-17 03:08:54 +02:00
|
|
|
end
|
2021-04-17 18:28:07 +02:00
|
|
|
--flop around if not inside swim node
|
2021-04-17 03:08:54 +02:00
|
|
|
else
|
2021-04-17 18:48:57 +02:00
|
|
|
--do animation
|
|
|
|
mobs.set_mob_animation(self, "stand")
|
2021-04-17 19:04:55 +02:00
|
|
|
|
2021-04-17 18:48:57 +02:00
|
|
|
mobs.flop(self)
|
2021-04-17 22:23:38 +02:00
|
|
|
|
2021-04-21 18:56:36 +02:00
|
|
|
if self.tilt_swim then
|
|
|
|
mobs.set_static_pitch(self)
|
|
|
|
end
|
2021-04-17 02:47:16 +02:00
|
|
|
end
|
2021-04-17 02:32:05 +02:00
|
|
|
|
|
|
|
end
|
|
|
|
|
2021-04-17 02:47:16 +02:00
|
|
|
|
2021-04-17 19:04:55 +02:00
|
|
|
--[[
|
|
|
|
______ _
|
|
|
|
| ___| |
|
|
|
|
| |_ | |_ _
|
|
|
|
| _| | | | | |
|
|
|
|
| | | | |_| |
|
|
|
|
\_| |_|\__, |
|
|
|
|
__/ |
|
|
|
|
|___/
|
|
|
|
]]--
|
|
|
|
|
|
|
|
-- state switching logic (stand, walk, run, attacks)
|
|
|
|
local fly_state_list_wandering = {"stand", "fly"}
|
|
|
|
|
|
|
|
local fly_state_switch = function(self, dtime)
|
2021-04-21 21:08:35 +02:00
|
|
|
|
|
|
|
if self.hostile and self.attacking then
|
|
|
|
self.state = "attack"
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
2021-04-17 19:04:55 +02:00
|
|
|
self.state_timer = self.state_timer - dtime
|
2021-04-20 23:10:51 +02:00
|
|
|
if self.state_timer <= 0 then
|
2021-04-17 19:04:55 +02:00
|
|
|
self.state_timer = math.random(4,10) + math.random()
|
|
|
|
self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-04-18 00:21:33 +02:00
|
|
|
--check if a mob needs to turn while flying
|
2021-04-17 19:04:55 +02:00
|
|
|
local fly_turn_check = function(self,dtime)
|
|
|
|
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + 0.1
|
|
|
|
local dir = minetest_yaw_to_dir(self.yaw)
|
|
|
|
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
|
|
local radius = collisionbox[4] + 0.5
|
|
|
|
|
|
|
|
vector_multiply(dir, radius)
|
|
|
|
|
|
|
|
local test_dir = vector.add(pos,dir)
|
|
|
|
|
|
|
|
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
|
|
|
|
|
|
|
|
return(green_flag_1)
|
|
|
|
end
|
|
|
|
|
|
|
|
--this is to swap the built in engine acceleration modifier
|
|
|
|
local fly_physics_swapper = function(self,inside_fly_node)
|
|
|
|
|
|
|
|
--should be flyming, gravity is applied, switch to floating
|
|
|
|
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
|
|
|
|
self.object:set_acceleration(vector_new(0,0,0))
|
|
|
|
--not be fly, gravity isn't applied, switch to falling
|
|
|
|
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
|
|
|
|
self.pitch = 0
|
|
|
|
self.object:set_acceleration(vector_new(0,-self.gravity,0))
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
local random_pitch_multiplier = {-1,1}
|
|
|
|
-- states are executed here
|
|
|
|
local fly_state_execution = function(self,dtime)
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
local current_node = minetest_get_node(pos).name
|
|
|
|
local inside_fly_node = minetest_get_item_group(current_node, "solid") == 0
|
|
|
|
|
2021-04-17 19:05:53 +02:00
|
|
|
local float_now = false
|
2021-04-17 19:04:55 +02:00
|
|
|
--recheck if in water or lava
|
|
|
|
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
|
|
|
inside_fly_node = false
|
2021-04-17 19:05:53 +02:00
|
|
|
float_now = true
|
2021-04-17 19:04:55 +02:00
|
|
|
end
|
|
|
|
|
|
|
|
--turn gravity on or off
|
|
|
|
fly_physics_swapper(self,inside_fly_node)
|
|
|
|
|
|
|
|
--fly properly if inside fly node
|
|
|
|
if inside_fly_node then
|
|
|
|
if self.state == "stand" then
|
|
|
|
|
|
|
|
--do animation
|
|
|
|
mobs.set_mob_animation(self, "stand")
|
|
|
|
|
|
|
|
mobs.set_fly_velocity(self,0)
|
|
|
|
|
2021-04-21 18:56:36 +02:00
|
|
|
if self.tilt_fly then
|
|
|
|
mobs.set_static_pitch(self)
|
|
|
|
end
|
2021-04-17 22:23:38 +02:00
|
|
|
|
2021-04-17 19:04:55 +02:00
|
|
|
elseif self.state == "fly" then
|
|
|
|
|
|
|
|
self.walk_timer = self.walk_timer - dtime
|
|
|
|
|
|
|
|
--reset the walk timer
|
|
|
|
if self.walk_timer <= 0 then
|
|
|
|
|
|
|
|
--re-randomize the walk timer
|
|
|
|
self.walk_timer = math.random(1,6) + math.random()
|
|
|
|
|
|
|
|
--set the mob into a random direction
|
|
|
|
self.yaw = (math_random() * (math.pi * 2))
|
|
|
|
|
|
|
|
--create a truly random pitch, since there is no easy access to pitch math that I can find
|
|
|
|
self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
|
|
|
|
end
|
|
|
|
|
|
|
|
--do animation
|
|
|
|
mobs.set_mob_animation(self, "walk")
|
|
|
|
|
|
|
|
--do a quick turn to make mob continuously move
|
|
|
|
--if in a bird cage or something
|
|
|
|
if fly_turn_check(self,dtime) then
|
|
|
|
quick_rotate(self,dtime)
|
|
|
|
end
|
|
|
|
|
2021-04-21 18:56:36 +02:00
|
|
|
if self.tilt_fly then
|
|
|
|
mobs.set_dynamic_pitch(self)
|
|
|
|
end
|
2021-04-17 22:23:38 +02:00
|
|
|
|
2021-04-17 19:04:55 +02:00
|
|
|
mobs.set_fly_velocity(self,self.walk_velocity)
|
2021-04-21 21:08:35 +02:00
|
|
|
elseif self.state == "attack" then
|
|
|
|
|
|
|
|
--execute mob attack type
|
|
|
|
--if self.attack_type == "explode" then
|
|
|
|
|
|
|
|
--mobs.explode_attack_fly(self, dtime)
|
|
|
|
|
|
|
|
--elseif self.attack_type == "punch" then
|
|
|
|
|
|
|
|
--mobs.punch_attack_fly(self,dtime)
|
|
|
|
|
|
|
|
if self.attack_type == "projectile" then
|
|
|
|
|
|
|
|
mobs.projectile_attack_fly(self,dtime)
|
|
|
|
|
|
|
|
end
|
2021-04-17 19:04:55 +02:00
|
|
|
end
|
|
|
|
else
|
|
|
|
--make the mob float
|
2021-04-17 19:05:53 +02:00
|
|
|
if self.floats and float_now then
|
2021-04-17 22:23:38 +02:00
|
|
|
mobs.set_velocity(self, 0)
|
|
|
|
|
2021-04-17 19:04:55 +02:00
|
|
|
mobs.float(self)
|
2021-04-17 22:23:38 +02:00
|
|
|
|
2021-04-21 18:56:36 +02:00
|
|
|
if self.tilt_fly then
|
|
|
|
mobs.set_static_pitch(self)
|
|
|
|
end
|
2021-04-17 19:04:55 +02:00
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-04-18 00:21:33 +02:00
|
|
|
--[[
|
|
|
|
___
|
|
|
|
|_ |
|
|
|
|
| |_ _ _ __ ___ _ __
|
|
|
|
| | | | | '_ ` _ \| '_ \
|
|
|
|
/\__/ / |_| | | | | | | |_) |
|
|
|
|
\____/ \__,_|_| |_| |_| .__/
|
|
|
|
| |
|
|
|
|
|_|
|
|
|
|
]]--
|
|
|
|
|
|
|
|
|
|
|
|
--check if a mob needs to turn while jumping
|
|
|
|
local jump_turn_check = function(self,dtime)
|
|
|
|
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + 0.1
|
|
|
|
local dir = minetest_yaw_to_dir(self.yaw)
|
|
|
|
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
|
|
local radius = collisionbox[4] + 0.5
|
|
|
|
|
|
|
|
vector_multiply(dir, radius)
|
|
|
|
|
|
|
|
local test_dir = vector.add(pos,dir)
|
|
|
|
|
|
|
|
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
|
|
|
|
|
|
|
|
return(green_flag_1)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- state switching logic (stand, jump, run, attacks)
|
|
|
|
local jump_state_list_wandering = {"stand", "jump"}
|
|
|
|
|
|
|
|
local jump_state_switch = function(self, dtime)
|
|
|
|
self.state_timer = self.state_timer - dtime
|
2021-04-20 23:10:51 +02:00
|
|
|
if self.state_timer <= 0 then
|
2021-04-18 00:21:33 +02:00
|
|
|
self.state_timer = math.random(4,10) + math.random()
|
|
|
|
self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)]
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- states are executed here
|
|
|
|
local jump_state_execution = function(self,dtime)
|
|
|
|
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
|
|
--get the center of the mob
|
|
|
|
pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
|
|
|
|
local current_node = minetest_get_node(pos).name
|
|
|
|
|
|
|
|
local float_now = false
|
|
|
|
|
|
|
|
--recheck if in water or lava
|
|
|
|
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
|
|
|
float_now = true
|
|
|
|
end
|
|
|
|
|
|
|
|
if self.state == "stand" then
|
2021-04-17 19:04:55 +02:00
|
|
|
|
2021-04-18 00:21:33 +02:00
|
|
|
--do animation
|
|
|
|
mobs.set_mob_animation(self, "stand")
|
|
|
|
|
|
|
|
--set the velocity of the mob
|
|
|
|
mobs.set_velocity(self,0)
|
|
|
|
|
|
|
|
elseif self.state == "jump" then
|
|
|
|
|
|
|
|
self.walk_timer = self.walk_timer - dtime
|
|
|
|
|
|
|
|
--reset the jump timer
|
|
|
|
if self.walk_timer <= 0 then
|
|
|
|
|
|
|
|
--re-randomize the jump timer
|
|
|
|
self.walk_timer = math.random(1,6) + math.random()
|
|
|
|
|
|
|
|
--set the mob into a random direction
|
|
|
|
self.yaw = (math_random() * (math.pi * 2))
|
|
|
|
end
|
|
|
|
|
|
|
|
--do animation
|
|
|
|
mobs.set_mob_animation(self, "walk")
|
|
|
|
|
|
|
|
--enable rotation locking
|
|
|
|
mobs.movement_rotation_lock(self)
|
|
|
|
|
|
|
|
--jumping mobs are more loosey goosey
|
|
|
|
if node_in_front_of == 1 then
|
|
|
|
quick_rotate(self,dtime)
|
|
|
|
end
|
|
|
|
|
|
|
|
--only move forward if path is clear
|
|
|
|
mobs.jump_move(self,self.walk_velocity)
|
|
|
|
|
|
|
|
elseif self.state == "run" then
|
|
|
|
|
|
|
|
print("run")
|
|
|
|
|
|
|
|
elseif self.state == "attack" then
|
|
|
|
|
|
|
|
print("attack")
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
if float_now then
|
|
|
|
mobs.float(self)
|
|
|
|
end
|
|
|
|
end
|
2021-04-17 19:04:55 +02:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2021-04-17 02:32:05 +02:00
|
|
|
--[[
|
|
|
|
___ ___ _ _ _
|
|
|
|
| \/ | (_) | | (_)
|
|
|
|
| . . | __ _ _ _ __ | | ___ __ _ _ ___
|
|
|
|
| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
|
|
|
|
| | | | (_| | | | | | | |___| (_) | (_| | | (__
|
|
|
|
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
|
|
|
|
__/ |
|
|
|
|
|___/
|
2021-04-17 19:04:55 +02:00
|
|
|
]]--
|
2021-04-15 21:34:07 +02:00
|
|
|
|
2021-04-17 02:06:55 +02:00
|
|
|
--the main loop
|
2021-04-15 21:04:55 +02:00
|
|
|
mobs.mob_step = function(self, dtime)
|
|
|
|
|
|
|
|
--do not continue if non-existent
|
|
|
|
if not self or not self.object or not self.object:get_luaentity() then
|
2021-04-20 22:48:20 +02:00
|
|
|
self.object:remove()
|
2021-04-15 21:04:55 +02:00
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
2021-04-23 03:36:42 +02:00
|
|
|
--do death logic (animation, poof, explosion, etc)
|
2021-04-23 02:25:58 +02:00
|
|
|
if self.health <= 0 then
|
2021-04-23 03:36:42 +02:00
|
|
|
|
|
|
|
mobs.death_logic(self, dtime)
|
|
|
|
|
|
|
|
--this is here because the mob must continue to move
|
|
|
|
--while stunned before coming to a complete halt even during
|
|
|
|
--the death tilt
|
|
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
--perfectly reset pause_timer
|
|
|
|
if self.pause_timer < 0 then
|
|
|
|
self.pause_timer = 0
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2021-04-23 02:25:58 +02:00
|
|
|
return
|
|
|
|
end
|
|
|
|
|
2021-04-21 17:00:02 +02:00
|
|
|
local attacking = nil
|
2021-04-21 02:19:55 +02:00
|
|
|
|
2021-04-23 02:10:01 +02:00
|
|
|
--scan for players within eyesight
|
2021-04-21 02:19:55 +02:00
|
|
|
if self.hostile then
|
|
|
|
--true for line_of_sight is debug
|
2021-04-21 17:00:02 +02:00
|
|
|
attacking = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
|
2021-04-21 02:19:55 +02:00
|
|
|
|
2021-04-23 02:10:01 +02:00
|
|
|
--go get the closest player
|
2021-04-21 02:19:55 +02:00
|
|
|
if attacking then
|
2021-04-21 04:30:34 +02:00
|
|
|
|
|
|
|
--set initial punch timer
|
|
|
|
if self.attacking == nil then
|
|
|
|
if self.attack_type == "punch" then
|
|
|
|
self.punch_timer = -1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2021-04-21 02:19:55 +02:00
|
|
|
self.attacking = attacking
|
|
|
|
--no player in area
|
|
|
|
else
|
|
|
|
|
|
|
|
--reset states when coming out of hostile state
|
|
|
|
if self.attacking ~= nil then
|
|
|
|
self.state_timer = -1
|
|
|
|
end
|
|
|
|
|
|
|
|
self.attacking = nil
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2021-04-21 17:00:02 +02:00
|
|
|
--count down hostile cooldown timer when no players in range
|
|
|
|
if self.neutral and self.hostile and not attacking and self.hostile_cooldown_timer then
|
2021-04-21 18:42:34 +02:00
|
|
|
|
2021-04-21 17:00:02 +02:00
|
|
|
self.hostile_cooldown_timer = self.hostile_cooldown_timer - dtime
|
|
|
|
|
|
|
|
if self.hostile_cooldown_timer <= 0 then
|
|
|
|
self.hostile = false
|
|
|
|
self.hostile_cooldown_timer = 0
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2021-04-23 02:10:01 +02:00
|
|
|
--mob is stunned after being hit
|
2021-04-23 02:07:30 +02:00
|
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
--don't break eye contact
|
|
|
|
if self.hostile and self.attacking then
|
|
|
|
mobs.set_yaw_while_attacking(self)
|
|
|
|
end
|
2021-04-23 02:12:02 +02:00
|
|
|
|
|
|
|
--perfectly reset pause_timer
|
|
|
|
if self.pause_timer < 0 then
|
|
|
|
self.pause_timer = 0
|
|
|
|
end
|
2021-04-23 02:30:50 +02:00
|
|
|
|
|
|
|
return -- don't allow collision detection
|
2021-04-23 02:10:01 +02:00
|
|
|
--do normal ai
|
2021-04-17 02:32:05 +02:00
|
|
|
else
|
2021-04-23 02:07:30 +02:00
|
|
|
--jump only (like slimes)
|
|
|
|
if self.jump_only then
|
|
|
|
jump_state_switch(self, dtime)
|
|
|
|
jump_state_execution(self, dtime)
|
|
|
|
--swimming
|
|
|
|
elseif self.swim then
|
|
|
|
swim_state_switch(self, dtime)
|
|
|
|
swim_state_execution(self, dtime)
|
|
|
|
--flying
|
|
|
|
elseif self.fly then
|
|
|
|
fly_state_switch(self, dtime)
|
|
|
|
fly_state_execution(self,dtime)
|
|
|
|
--regular mobs that walk around
|
|
|
|
else
|
|
|
|
land_state_switch(self, dtime)
|
|
|
|
land_state_execution(self,dtime)
|
|
|
|
end
|
2021-04-17 02:32:05 +02:00
|
|
|
end
|
2021-04-15 21:04:55 +02:00
|
|
|
|
|
|
|
|
|
|
|
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
|
|
|
|
if self.pushable then
|
|
|
|
mobs.collision(self)
|
|
|
|
end
|
|
|
|
|
2021-04-15 21:34:07 +02:00
|
|
|
self.old_velocity = self.object:get_velocity()
|
2021-04-17 22:23:38 +02:00
|
|
|
self.old_pos = self.object:get_pos()
|
2021-04-15 21:04:55 +02:00
|
|
|
end
|