diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua index 1e9143ca5..707835a6a 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua @@ -10,46 +10,6 @@ local minetest_get_node = minetest.get_node local state_list_wandering = {"stand", "walk"} --- state switching logic (stand, walk, run, attacks) -local 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)] - end -end - --- states are executed here (goto would have been helpful :<) -local state_execution = function(self,dtime) - - local yaw = self.object:get_yaw() or 0 - - if self.state == "standing" then - - print("stand") - - elseif self.state == "walking" then - - print("walk") - - elseif self.state == "run" then - - print("run") - - elseif self.state == "attack" then - - print("attack") - - end - - --mobs.set_animation(self, state_list_wandering[math.random(1,#state_list_wandering)]) - --mobs.set_velocity(self,1) - --self.yaw = (math_random() * (math.pi * 2)) -end - - - - --check if a mob needs to jump @@ -74,6 +34,67 @@ end +-- state switching logic (stand, walk, run, attacks) +local 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)] + end +end + +-- states are executed here (goto would have been helpful :<) +local state_execution = function(self,dtime) + + --local yaw = self.object:get_yaw() or 0 + + if self.state == "stand" then + + print("stand") + + elseif self.state == "walk" then + + self.walk_timer = self.walk_timer - dtime + + --reset the walk timer + if self.walk_timer <= 0 then + + --re-randomize the walk timer + self.walk_timer = math.random(1,6) + math.random() + + --set the mob into a random direction + self.yaw = (math_random() * (math.pi * 2)) + end + + --do animation + mobs.set_animation(self, "walk") + + --enable rotation locking + mobs.movement_rotation_lock(self) + + --set the velocity of the mob + mobs.set_velocity(self,1) + + --check for nodes to jump over + jump_check(self) + + --print("walk") + + elseif self.state == "run" then + + print("run") + + elseif self.state == "attack" then + + print("attack") + + end + +end + + + + mobs.mob_step = function(self, dtime) @@ -93,11 +114,9 @@ mobs.mob_step = function(self, dtime) state_switch(self, dtime) - jump_check(self) + state_execution(self,dtime) - mobs.movement_rotation_lock(self) - -- can mob be pushed, if so calculate direction -- do this last (overrides everything) if self.pushable then mobs.collision(self)