Merge pull request 'Improve mob floating' (#3883) from Codiac/MineClone2:mob_float_fix into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/3883
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
This commit is contained in:
ancientmarinerdev 2023-08-27 23:30:16 +00:00
commit 5f0944062c

View file

@ -675,6 +675,9 @@ function mob_class:do_env_damage()
self.standing_in = node_ok(pos, "air").name self.standing_in = node_ok(pos, "air").name
self.standing_on = node_ok(pos2, "air").name self.standing_on = node_ok(pos2, "air").name
local pos3 = vector.offset(pos, 0, 1, 0)
self.standing_under = node_ok(pos3, "air").name
-- don't fall when on ignore, just stand still -- don't fall when on ignore, just stand still
if self.standing_in == "ignore" then if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
@ -682,6 +685,7 @@ function mob_class:do_env_damage()
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]
local nodef2 = minetest.registered_nodes[self.standing_on] local nodef2 = minetest.registered_nodes[self.standing_on]
local nodef3 = minetest.registered_nodes[self.standing_under]
-- rain -- rain
if self.rain_damage > 0 then if self.rain_damage > 0 then
@ -761,7 +765,7 @@ function mob_class:do_env_damage()
if minetest.get_item_group(self.standing_in, "water") == 0 then if minetest.get_item_group(self.standing_in, "water") == 0 then
drowning = true drowning = true
end end
elseif nodef.drowning > 0 then elseif nodef.drowning > 0 and nodef3.drowning > 0 then
drowning = true drowning = true
end end
@ -939,7 +943,7 @@ function mob_class:falling(pos)
-- in water then float up -- in water then float up
if registered_node.groups.water then if registered_node.groups.water then
if acc and self.floats == 1 then if acc and self.floats == 1 and minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5] -0.25,0)).name].groups.water then
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0)) self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
end end
else else