Add in chicken slow falling

This commit is contained in:
jordan4ibanez 2021-04-23 12:55:11 -04:00
parent 0895666407
commit 4efec1ef58
4 changed files with 53 additions and 0 deletions

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@ -355,6 +355,7 @@ function mobs:register_mob(name, def)
hostile_cooldown = def.hostile_cooldown or 15, hostile_cooldown = def.hostile_cooldown or 15,
tilt_fly = def.tilt_fly, tilt_fly = def.tilt_fly,
tilt_swim = def.tilt_swim, tilt_swim = def.tilt_swim,
fall_slow = def.fall_slow,
-- End of MCL2 extensions -- End of MCL2 extensions
on_spawn = def.on_spawn, on_spawn = def.on_spawn,

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@ -1,5 +1,7 @@
local math_random = math.random local math_random = math.random
local math_pi = math.pi local math_pi = math.pi
local math_floor = math.floor
local math_round = math.round
local vector_multiply = vector.multiply local vector_multiply = vector.multiply
local vector_add = vector.add local vector_add = vector.add
@ -22,6 +24,12 @@ local quick_rotate = function(self,dtime)
end end
end end
--a simple helper function for rounding
--http://lua-users.org/wiki/SimpleRound
function round2(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end
--[[ --[[
_ _ _ _
@ -89,6 +97,21 @@ local land_state_execution = function(self,dtime)
float_now = true float_now = true
end end
--make slow falling mobs fall slow
if self.fall_slow then
if self.object:get_velocity().y < 0 then
--lua is acting really weird so we have to help it
if round2(self.object:get_acceleration().y, 1) == -self.gravity then
self.object:set_acceleration(vector_new(0,0,0))
mobs.mob_fall_slow(self)
end
else
if round2(self.object:get_acceleration().y, 1) == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
end
end
end
if self.state == "stand" then if self.state == "stand" then
--do animation --do animation

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@ -113,8 +113,36 @@ mobs.jump = function(self, velocity)
self.object:add_velocity(vector_new(0,velocity,0)) self.object:add_velocity(vector_new(0,velocity,0))
end end
--make mobs fall slowly
mobs.mob_fall_slow = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = 0,
y = -2,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
end
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--[[ --[[

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@ -18,6 +18,7 @@ mobs:register_mob("mobs_mc:chicken", {
xp_max = 3, xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2}, collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
runaway = true, runaway = true,
fall_slow = true,
floats = 1, floats = 1,
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_chicken.b3d", mesh = "mobs_mc_chicken.b3d",