Add in prototype swimming

This commit is contained in:
jordan4ibanez 2021-04-16 21:43:02 -04:00
parent f1141aed9f
commit dda7839d8c
3 changed files with 75 additions and 2 deletions

View File

@ -2,6 +2,7 @@ local math_random = math.random
local vector_multiply = vector.multiply
local vector_add = vector.add
local vector_new = vector.new
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_item_group = minetest.get_item_group
@ -201,11 +202,32 @@ local flop = function(self,dtime)
mobs.flop(self)
end
--this is to swap the built in engine acceleration modifier
local fly_physics_swapper = function(self,inside_fly_node)
--push non-existing physics switch to new mobs
self.fly_physics_switch = self.fly_physics_switch or not inside_fly_node
--should be flying, gravity is applied, switch to floating
if inside_fly_node and not self.fly_physics_switch then
self.object:set_acceleration(vector_new(0,0,0))
self.fly_physics_switch = true
--not be flying, gravity isn't applied, switch to falling
elseif not inside_fly_node and self.fly_physics_switch then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.fly_physics_switch = false
end
end
local random_pitch_multiplier = {-1,1}
-- states are executed here
local fly_state_execution = function(self,dtime)
local pos = self.object:get_pos()
pos.y = pos.y + self.object:get_properties().collisionbox[5]
local current_node = minetest_get_node(pos).name
local inside_fly_node = false
@ -217,10 +239,12 @@ local fly_state_execution = function(self,dtime)
end
end
--turn gravity on or off
fly_physics_swapper(self,inside_fly_node)
--fly properly if inside fly node
if inside_fly_node then
if self.state == "stand" then
--do animation
@ -231,11 +255,27 @@ local fly_state_execution = function(self,dtime)
--print("standing")
mobs.set_fly_velocity(self,0)
elseif self.state == "fly" then
self.walk_timer = self.walk_timer - dtime
--print("flying")
--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))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
end
mobs.set_fly_velocity(self,self.walk_velocity)
end
--flop around if not inside fly node
else

View File

@ -99,3 +99,35 @@ mobs.flop = function(self, velocity)
return true
end
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_fly_velocity = function(self, v)
local yaw = (self.yaw or 0)
local pitch = (self.pitch or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
y = pitch,
z = (math_cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
end
--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

@ -16,6 +16,7 @@ mobs:register_mob("mobs_mc:squid", {
xp_min = 1,
xp_max = 3,
armor = 100,
rotate = 270,
-- FIXME: If the squid is near the floor, it turns black
collisionbox = {-0.4, 0.0, -0.4, 0.4, 0.9, 0.4},
visual = "mesh",