Add in fly state prep for mobs

This commit is contained in:
jordan4ibanez 2021-04-16 20:32:05 -04:00
parent 6db4511dd5
commit 52c3db041e
2 changed files with 75 additions and 15 deletions

View File

@ -218,7 +218,7 @@ function mobs:register_mob(name, def)
xp_max = def.xp_max or 0,
xp_timestamp = 0,
breath_max = def.breath_max or 15,
breathes_in_water = def.breathes_in_water or false,
breathes_in_water = def.breathes_in_water or false,
physical = true,
collisionbox = collisionbox,
collide_with_objects = def.collide_with_objects or false,

View File

@ -8,13 +8,19 @@ local minetest_get_item_group = minetest.get_item_group
local minetest_get_node = minetest.get_node
local minetest_line_of_sight = minetest.line_of_sight
local state_list_wandering = {"stand", "walk"}
local DOUBLE_PI = math.pi * 2
local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
--[[
_ _
| | | |
| | __ _ _ __ __| |
| | / _` | '_ \ / _` |
| |___| (_| | | | | (_| |
\_____/\__,_|_| |_|\__,_|
]]
--this is basically reverse jump_check
local cliff_check = function(self,dtime)
--mobs will flip out if they are falling without this
@ -56,7 +62,6 @@ local jump_check = function(self,dtime)
vector_multiply(dir, radius)
--only jump if there's a node and a non-solid node above it
local test_dir = vector.add(pos,dir)
@ -81,19 +86,23 @@ end
-- state switching logic (stand, walk, run, attacks)
local state_switch = function(self, dtime)
local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
self.state = state_list_wandering[math.random(1,#state_list_wandering)]
self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
end
end
-- states are executed here (goto would have been helpful :<)
local state_execution = function(self,dtime)
-- states are executed here
local land_state_execution = function(self,dtime)
--local yaw = self.object:get_yaw() or 0
if self.state == "stand" then
--do animation
@ -102,8 +111,6 @@ local state_execution = function(self,dtime)
--set the velocity of the mob
mobs.set_velocity(self,0)
--print("stand")
elseif self.state == "walk" then
self.walk_timer = self.walk_timer - dtime
@ -149,8 +156,6 @@ local state_execution = function(self,dtime)
mobs.set_velocity(self,self.walk_velocity)
end
--print("walk")
elseif self.state == "run" then
print("run")
@ -166,6 +171,53 @@ end
--[[
______ _ _ _______ _ _
| ___| | (_) / / ___| (_) (_)
| |_ | |_ _ _ _ __ __ _ / /\ `--.__ ___ _ __ ___ _ __ ___ _ _ __ __ _
| _| | | | | | | '_ \ / _` | / / `--. \ \ /\ / / | '_ ` _ \| '_ ` _ \| | '_ \ / _` |
| | | | |_| | | | | | (_| |/ / /\__/ /\ V V /| | | | | | | | | | | | | | | | (_| |
\_| |_|\__, |_|_| |_|\__, /_/ \____/ \_/\_/ |_|_| |_| |_|_| |_| |_|_|_| |_|\__, |
__/ | __/ | __/ |
|___/ |___/ |___/
]]--
-- state switching logic (stand, walk, run, attacks)
local fly_state_list_wandering = {"stand", "walk"}
local fly_state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
end
end
local fly_state_execution = function(self,dtime)
end
local fly_state_switch = function(self, dtime)
end
--[[
___ ___ _ _ _
| \/ | (_) | | (_)
| . . | __ _ _ _ __ | | ___ __ _ _ ___
| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
| | | | (_| | | | | | | |___| (_) | (_| | | (__
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
__/ |
|___/
]]
--the main loop
mobs.mob_step = function(self, dtime)
@ -177,9 +229,17 @@ mobs.mob_step = function(self, dtime)
--print(self.object:get_yaw())
state_switch(self, dtime)
state_execution(self,dtime)
--swimming/flying
if 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
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)