Teach mobs how to not walk into danger ... kinda

This commit is contained in:
Wuzzy 2020-01-30 18:04:50 +01:00
parent 61e148ac2e
commit d923f71c92

View file

@ -265,6 +265,35 @@ function mobs:set_animation(self, anim)
set_animation(self, anim) set_animation(self, anim)
end end
-- Returns true is node can deal damage to self
local is_node_dangerous = function(self, nodename)
local nn = nodename
if self.water_damage > 0 then
if minetest.get_item_group(nn, "water") ~= 0 then
return true
end
end
if self.lava_damage > 0 then
if minetest.get_item_group(nn, "lava") ~= 0 then
return true
end
end
if self.fire_damage > 0 then
if minetest.get_item_group(nn, "fire") ~= 0 then
return true
end
end
if minetest.registered_nodes[nn].drowning > 0 then
if self.breath_max ~= -1 then
return true
end
end
if minetest.registered_nodes[nn].damage_per_second > 0 then
return true
end
return false
end
-- check line of sight (BrunoMine) -- check line of sight (BrunoMine)
local line_of_sight = function(self, pos1, pos2, stepsize) local line_of_sight = function(self, pos1, pos2, stepsize)
@ -618,8 +647,8 @@ local within_limits = function(pos, radius)
end end
-- is mob facing a cliff -- is mob facing a cliff or danger
local is_at_cliff = function(self) local is_at_cliff_or_danger = function(self)
if self.fear_height == 0 then -- 0 for no falling protection! if self.fear_height == 0 then -- 0 for no falling protection!
return false return false
@ -631,12 +660,20 @@ local is_at_cliff = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
if minetest.line_of_sight( local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z} {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
, 1) then if free_fall then
return true return true
else
local bnode = minetest.get_node(blocker)
local danger = is_node_dangerous(self, bnode.name)
if danger then
return true
else
local def = minetest.registered_nodes[bnode.name]
return (not def and def.walkable)
end
end end
return false return false
@ -728,7 +765,7 @@ local do_env_damage = function(self)
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]
-- rain -- rain
if self.rain_damage and mod_weather then if self.rain_damage > 0 and mod_weather then
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
self.health = self.health - self.rain_damage self.health = self.health - self.rain_damage
@ -741,7 +778,7 @@ local do_env_damage = function(self)
pos.y = pos.y + 1 -- for particle effect position pos.y = pos.y + 1 -- for particle effect position
-- water damage -- water damage
if self.water_damage if self.water_damage > 0
and nodef.groups.water then and nodef.groups.water then
if self.water_damage ~= 0 then if self.water_damage ~= 0 then
@ -755,7 +792,7 @@ local do_env_damage = function(self)
end end
-- lava damage -- lava damage
elseif self.lava_damage elseif self.lava_damage > 0
and (nodef.groups.lava) then and (nodef.groups.lava) then
if self.lava_damage ~= 0 then if self.lava_damage ~= 0 then
@ -769,7 +806,7 @@ local do_env_damage = function(self)
end end
-- fire damage -- fire damage
elseif self.fire_damage elseif self.fire_damage > 0
and (nodef.groups.fire) then and (nodef.groups.fire) then
if self.fire_damage ~= 0 then if self.fire_damage ~= 0 then
@ -1900,7 +1937,7 @@ local do_states = function(self, dtime)
if self.walk_chance ~= 0 if self.walk_chance ~= 0
and self.facing_fence ~= true and self.facing_fence ~= true
and random(1, 100) <= self.walk_chance and random(1, 100) <= self.walk_chance
and is_at_cliff(self) == false then and is_at_cliff_or_danger(self) == false then
set_velocity(self, self.walk_velocity) set_velocity(self, self.walk_velocity)
self.state = "walk" self.state = "walk"
@ -1934,18 +1971,12 @@ local do_states = function(self, dtime)
end end
local is_in_danger = false
if lp then if lp then
local def = minetest.registered_nodes[self.standing_in]
local def2 = minetest.registered_nodes[self.standing_on]
-- If mob in or on dangerous block, look for land -- If mob in or on dangerous block, look for land
if (self.breath_max ~= -1 if (is_node_dangerous(self, self.standing_in) or
and (def.drowning > 0 or def2.drowning > 0)) is_node_dangerous(self, self.standing_on)) then
or (self.lava_damage is_in_danger = true
and (def.groups.lava or def2.groups.lava))
or (self.water_damage
and (def.groups.water or def2.groups.water))
or (self.fire_damage
and (def.groups.fire or def2.groups.fire)) then
lp = minetest.find_node_near(s, 5, {"group:solid"}) lp = minetest.find_node_near(s, 5, {"group:solid"})
@ -1988,11 +2019,13 @@ local do_states = function(self, dtime)
yaw = set_yaw(self, yaw, 8) yaw = set_yaw(self, yaw, 8)
end end
-- stand for great fall in front -- stand for great fall or danger or fence in front
local temp_is_cliff = is_at_cliff(self) local cliff_or_danger = false
if is_in_danger then
cliff_or_danger = is_at_cliff_or_danger(self)
end
if self.facing_fence == true if self.facing_fence == true
or temp_is_cliff or cliff_or_danger
or random(1, 100) <= 30 then or random(1, 100) <= 30 then
set_velocity(self, 0) set_velocity(self, 0)
@ -2019,7 +2052,7 @@ local do_states = function(self, dtime)
-- stop after 5 seconds or when at cliff -- stop after 5 seconds or when at cliff
if self.runaway_timer > 5 if self.runaway_timer > 5
or is_at_cliff(self) then or is_at_cliff_or_danger(self) then
self.runaway_timer = 0 self.runaway_timer = 0
set_velocity(self, 0) set_velocity(self, 0)
self.state = "stand" self.state = "stand"
@ -2264,7 +2297,7 @@ local do_states = function(self, dtime)
smart_mobs(self, s, p, dist, dtime) smart_mobs(self, s, p, dist, dtime)
end end
if is_at_cliff(self) then if is_at_cliff_or_danger(self) then
set_velocity(self, 0) set_velocity(self, 0)
set_animation(self, "stand") set_animation(self, "stand")