Disable literally everything in mobs api

This commit is contained in:
jordan4ibanez 2021-04-14 11:50:22 -04:00
parent 3f6312a631
commit 755533beeb
1 changed files with 25 additions and 16 deletions

View File

@ -43,7 +43,8 @@ local math_random = math.random
local math_floor = math.floor
-- localize vector functions
local vector_new = vector.new
local vector_new = vector.new
local vector_length = vector.length
mobs = {}
-- mob constants
@ -144,6 +145,7 @@ end
local integer_test = {-1,1}
local collision = function(self)
--[[
local pos = self.object:get_pos()
--do collision detection from the base of the mob
@ -159,6 +161,10 @@ local collision = function(self)
radius = collisionbox[5]
end
if self.object:get_properties().collide_with_objects == true then
print("THIS IS A SERIOUS ERROR!")
end
local collision_count = 0
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
@ -171,6 +177,7 @@ local collision = function(self)
if collision_count > 100 then
break
end
local pos2 = object:get_pos()
local object_collisionbox = object:get_properties().collisionbox
@ -199,8 +206,8 @@ local collision = function(self)
if dir.x == 0 and dir.z == 0 then
--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/2)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/2)*integer_test[math.random(1,2)])
dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
end
---- JUST MAKE THIS DIR FROM NOW ON --- FIX MEEEEE
@ -217,31 +224,31 @@ local collision = function(self)
vel2 = vector.multiply(vel2, force)
--local current_mob_velocity = self.object:get_velocity()
local current_mob_velocity = self.object:get_velocity()
--print(distance)
--print(collision_boundary + object_collision_boundary)
--if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then
self.object:add_velocity(vel1)
--if vector_length(current_mob_velocity) <= 1 then
--self.object:add_velocity(vel1)
--end
--reenable fire spreading eventually
if object:is_player() then
print("there is something seriously wrong here")
--local current_vel = object:get_velocity()
--print(vector.length(current_vel))
--local new_vel = vector.subtract(vel2, current_vel)
--new_vel.y = 0
--if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_player_velocity(vel2)
--object:add_velocity(new_vel)
--end
@ -253,15 +260,15 @@ local collision = function(self)
-- start_fire(self.object)
--end
else
-- local current_vel = object:get_velocity()
--else
--local current_vel = object:get_velocity()
-- local new_vel = vector.subtract(vel2, current_vel)
--local new_vel = vector.subtract(vel2, current_vel)
-- new_vel.y = 0
--new_vel.y = 0
-- if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_velocity(vel2)
--object:add_velocity(new_vel)
-- end
--if self.on_fire then
-- start_fire(object)
@ -271,8 +278,10 @@ local collision = function(self)
--end
end
end
end
end
]]--
end