Make mobs have smooth turning

This commit is contained in:
epCode 2022-10-09 16:38:21 -07:00 committed by Gitea
parent 0c21abf28a
commit ef980f2ea0

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@ -16,6 +16,29 @@ local CRAMMING_DAMAGE = 3
-- Localize
local S = minetest.get_translator("mcl_mobs")
local function shortest_term_of_yaw_rotatoin(self, rot_origin, rot_target, nums)
if not rot_origin or not rot_target then
return
end
rot_origin = math.deg(rot_origin)
rot_target = math.deg(rot_target)
if math.abs(rot_target - rot_origin) < 180 then
return rot_target - rot_origin
else
if (rot_target - rot_origin) > 0 then
return 360-(rot_target - rot_origin)
else
return (rot_target - rot_origin)+360
end
end
end
-- Invisibility mod check
mcl_mobs.invis = {}
@ -309,16 +332,47 @@ local function update_roll(self)
end
-- set and return valid yaw
local set_yaw = function(self, yaw, delay, dtime)
if self.noyaw then return end
if true then
self.object:set_yaw(yaw)
return yaw
end
self._turn_to = yaw
--clamp our yaw to a 360 range
if math.deg(self.object:get_yaw()) > 360 then
self.object:set_yaw(math.rad(10))
elseif math.deg(self.object:get_yaw()) < 0 then
self.object:set_yaw(math.rad(350))
end
if not yaw or yaw ~= yaw then
yaw = 0
--calculate the shortest way to turn to find our target
local target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), yaw, true)
--turn in the shortest path possible toward our target. if we are attacking, don't dance.
if math.abs(target_shortest_path) > 100 and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
if self.following then
target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
else
target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
end
end
local ddtime = 0.05 --set_tick_rate
if dtime then
ddtime = dtime
end
if math.abs(target_shortest_path) > 120*ddtime then
if target_shortest_path > 0 then
self.object:set_yaw(self.object:get_yaw()+3*ddtime)
else
self.object:set_yaw(self.object:get_yaw()-3*ddtime)
end
end
return yaw
end
delay = delay or 0
@ -3669,6 +3723,9 @@ local mob_step = function(self, dtime)
end
-- smooth rotation by ThomasMonroe314
if self._turn_to and (not self.type == "monster" and self.state == "attack") then
set_yaw(self, self._turn_to, .1)
end
if self.delay and self.delay > 0 then