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Make wandering mobs avoid cliffs
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1 changed files with 37 additions and 0 deletions
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@ -1,16 +1,42 @@
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local math_random = math.random
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local vector_multiply = vector.multiply
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local vector_add = vector.add
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_node = minetest.get_node
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local minetest_line_of_sight = minetest.line_of_sight
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local state_list_wandering = {"stand", "walk"}
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local DOUBLE_PI = math.pi * 2
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local EIGHTH_PI = DOUBLE_PI * 0.125
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--this is basically reverse jump_check
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local cliff_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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local free_fall, blocker = minetest_line_of_sight(
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{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
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{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
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return free_fall
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end
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--a simple helper function which is too small to move into movement.lua
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local quick_rotate_45 = function(self,dtime)
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self.yaw = self.yaw + EIGHTH_PI
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if self.yaw > DOUBLE_PI then
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self.yaw = self.yaw - DOUBLE_PI
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end
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end
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--check if a mob needs to jump
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local jump_check = function(self,dtime)
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@ -84,6 +110,17 @@ local state_execution = function(self,dtime)
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--check for nodes to jump over
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jump_check(self)
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--turn if on the edge of cliff
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--(this is written like this because unlike
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--jump_check which simply tells the mob to jump
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--this requires a mob to turn, removing the
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--ease of a full implementation for it in a single
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--function)
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if cliff_check(self,dtime) then
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--turn 45 degrees if so
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quick_rotate_45(self,dtime)
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end
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--print("walk")
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elseif self.state == "run" then
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