Make spiders climb up walls, fix problems with mob following freaking out when under, fix spider collisionbox

This commit is contained in:
jordan4ibanez 2021-04-24 20:27:37 -04:00
parent 11b5684a90
commit 807fb6966d
6 changed files with 62 additions and 6 deletions

View file

@ -325,6 +325,13 @@ function mobs:register_mob(name, def)
projectile_cooldown_min = def.projectile_cooldown_min or 2,
projectile_cooldown_max = def.projectile_cooldown_max or 6,
skittish = def.skittish,
minimum_follow_distance = def.minimum_follow_distance or 0.5, --make mobs not freak out when underneath
--for spiders
always_climb = def.always_climb,
--despawn mechanic variables
lifetimer_reset = 30, --30 seconds
lifetimer = 30, --30 seconds

View file

@ -204,9 +204,11 @@ local land_state_execution = function(self,dtime)
--check distance
local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos())
local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos())
--don't push the player if too close
if self.follow_distance < distance_from_follow_person then
--don't spin around randomly
if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then
mobs.set_mob_animation(self, "run")
mobs.set_velocity(self,self.run_velocity)

View file

@ -120,9 +120,15 @@ mobs.punch_attack_walk = function(self,dtime)
return
end
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.minimum_follow_distance then
mobs.set_velocity(self, self.run_velocity)
else
mobs.set_velocity(self, 0)
end
mobs.set_yaw_while_attacking(self)
mobs.set_mob_animation(self, "run")
@ -130,10 +136,16 @@ mobs.punch_attack_walk = function(self,dtime)
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
--mobs that can climb over stuff
if self.always_climb and node_in_front_of > 0 then
mobs.climb(self)
end
--auto reset punch_timer
if not self.punch_timer then

View file

@ -236,3 +236,11 @@ mobs.check_for_player_within_area = function(self, radius)
--did not find a player
return(false)
end
--a simple helper function for mobs following
mobs.get_2d_distance = function(pos1,pos2)
pos1.y = 0
pos2.y = 0
return(vector_distance(pos1, pos2))
end

View file

@ -16,6 +16,7 @@ local minetest_dir_to_yaw = minetest.dir_to_yaw
local DEFAULT_JUMP_HEIGHT = 5
local DEFAULT_FLOAT_SPEED = 4
local DEFAULT_CLIMB_SPEED = 3
@ -41,6 +42,28 @@ mobs.float = function(self)
end
end
--this is a generic climb function
mobs.climb = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = 0,
y = DEFAULT_CLIMB_SPEED,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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
--[[

View file

@ -16,17 +16,21 @@ local spider = {
type = "monster",
spawn_class = "hostile",
passive = false,
hostile = true,
always_climb = true,
docile_by_day = true,
attack_type = "punch",
pathfinding = 1,
punch_timer_cooloff = 0.5,
rotate = 270,
damage = 2,
reach = 2,
hp_min = 16,
hp_max = 16,
xp_min = 5,
xp_max = 5,
eye_height = 0.475,
armor = {fleshy = 100, arthropod = 100},
collisionbox = {-0.7, -0.01, -0.7, 0.7, 0.89, 0.7},
collisionbox = {-0.45, 0, -0.45, 0.45, 0.9, 0.45},
visual = "mesh",
mesh = "mobs_mc_spider.b3d",
textures = {
@ -43,7 +47,7 @@ local spider = {
distance = 16,
},
walk_velocity = 1.3,
run_velocity = 2.8,
run_velocity = 2.75, --spider can become extremely difficult if any higher
jump = true,
jump_height = 4,
view_range = 16,