Review feedback implemented and planned changes

This commit is contained in:
ancientmarinerdev 2023-01-16 23:02:12 +00:00 committed by Gitea
parent 2cd6629ae1
commit 84317afc93
3 changed files with 23 additions and 18 deletions

View file

@ -335,13 +335,19 @@ function mob_class:on_step(dtime)
if self:check_despawn(pos, dtime) then return true end if self:check_despawn(pos, dtime) then return true end
self:slow_mob() if self:check_death_and_slow_mob() then
minetest.log("action", "Mob is dying: ".. tostring(self.name))
-- Do we abandon out of here now?
end
-- Start: This code logically should be moved to after the die check
if self:falling(pos) then return end if self:falling(pos) then return end
self:check_suspend() self:check_suspend()
self:check_water_flow() self:check_water_flow()
self:env_danger_movement_checks (dtime) self:env_danger_movement_checks (dtime)
-- End: This code logically should be moved to after the die check
if not self.fire_resistant then if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self) mcl_burning.tick(self.object, dtime, self)
@ -349,6 +355,7 @@ function mob_class:on_step(dtime)
if not self.object:get_pos() then return end if not self.object:get_pos() then return end
end end
-- Move to after die check?
if mobs_debug then self:update_tag() end if mobs_debug then self:update_tag() end
if self.state == "die" then return end if self.state == "die" then return end

View file

@ -279,6 +279,7 @@ function mob_class:env_danger_movement_checks(dtime)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end end
else else
-- This code should probably be moved to movement code
if self.move_in_group ~= false then if self.move_in_group ~= false then
self:check_herd(dtime) self:check_herd(dtime)
end end

View file

@ -182,17 +182,17 @@ function mob_class:collision()
return({x,z}) return({x,z})
end end
function mob_class:slow_mob() function mob_class:check_death_and_slow_mob()
local d = 0.85 local d = 0.85
if self:check_dying() then d = 0.92 end local dying = self:check_dying()
if dying then d = 0.92 end
if self.object then local v = self.object:get_velocity()
local v = self.object:get_velocity() if v then
if v then --diffuse object velocity
--diffuse object velocity self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
end end
return dying
end end
-- move mob in facing direction -- move mob in facing direction
@ -520,8 +520,8 @@ function mob_class:check_for_death(cause, cmi_cause)
}) })
self:set_velocity(0) self:set_velocity(0)
if self.object then local acc = self.object:get_acceleration()
local acc = self.object:get_acceleration() if acc then
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
self.object:set_acceleration(acc) self.object:set_acceleration(acc)
end end
@ -530,10 +530,7 @@ function mob_class:check_for_death(cause, cmi_cause)
-- default death function and die animation (if defined) -- default death function and die animation (if defined)
if self.instant_death then if self.instant_death then
length = 0 length = 0
elseif self.animation elseif self.animation and self.animation.die_start and self.animation.die_end then
and self.animation.die_start
and self.animation.die_end then
local frames = self.animation.die_end - self.animation.die_start local frames = self.animation.die_end - self.animation.die_start
local speed = self.animation.die_speed or 15 local speed = self.animation.die_speed or 15
length = math.max(frames / speed, 0) + DEATH_DELAY length = math.max(frames / speed, 0) + DEATH_DELAY
@ -549,7 +546,6 @@ function mob_class:check_for_death(cause, cmi_cause)
if not self.object:get_luaentity() then if not self.object:get_luaentity() then
return return
end end
death_handle(self) death_handle(self)
local dpos = self.object:get_pos() local dpos = self.object:get_pos()
local cbox = self.collisionbox local cbox = self.collisionbox
@ -558,6 +554,7 @@ function mob_class:check_for_death(cause, cmi_cause)
self.object:remove() self.object:remove()
mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
end end
if length <= 0 then if length <= 0 then
kill(self) kill(self)
else else
@ -984,8 +981,8 @@ end
function mob_class:check_dying() function mob_class:check_dying()
if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
if self.object then local rot = self.object:get_rotation()
local rot = self.object:get_rotation() if rot then
rot.z = ((math.pi/2-rot.z)*.2)+rot.z rot.z = ((math.pi/2-rot.z)*.2)+rot.z
self.object:set_rotation(rot) self.object:set_rotation(rot)
end end