local math_random = math.random local vector_multiply = vector.multiply local vector_add = vector.add local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_get_item_group = minetest.get_item_group local minetest_get_node = minetest.get_node local minetest_line_of_sight = minetest.line_of_sight local state_list_wandering = {"stand", "walk"} local DOUBLE_PI = math.pi * 2 local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125 --this is basically reverse jump_check local cliff_check = function(self,dtime) --mobs will flip out if they are falling without this if self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local dir = minetest_yaw_to_dir(self.yaw) local collisionbox = self.object:get_properties().collisionbox local radius = collisionbox[4] + 0.5 dir = vector_multiply(dir,radius) local free_fall, blocker = minetest_line_of_sight( {x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z}, {x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z}) return free_fall end --a simple helper function which is too small to move into movement.lua local quick_rotate_45 = function(self,dtime) self.yaw = self.yaw + THIRTY_SECONDTH_PI if self.yaw > DOUBLE_PI then self.yaw = self.yaw - DOUBLE_PI end end --check if a mob needs to jump local jump_check = function(self,dtime) local pos = self.object:get_pos() pos.y = pos.y + 0.1 local dir = minetest_yaw_to_dir(self.yaw) local collisionbox = self.object:get_properties().collisionbox local radius = collisionbox[4] + 0.5 vector_multiply(dir, radius) --only jump if there's a node and a non-solid node above it local test_dir = vector.add(pos,dir) local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 test_dir.y = test_dir.y + 1 local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0 if green_flag_1 and green_flag_2 then -- can jump over node return(1) elseif green_flag_1 and not green_flag_2 then --wall in front of return(2) end --nothing to jump over return(0) 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 --do animation mobs.set_mob_animation(self, "stand") --set the velocity of the mob mobs.set_velocity(self,0) --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_mob_animation(self, "walk") --enable rotation locking mobs.movement_rotation_lock(self) --check for nodes to jump over local node_in_front_of = jump_check(self) if node_in_front_of == 1 then mobs.jump(self) --turn if on the edge of cliff --(this is written like this because unlike --jump_check which simply tells the mob to jump --this requires a mob to turn, removing the --ease of a full implementation for it in a single --function) elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then --turn 45 degrees if so quick_rotate_45(self,dtime) --stop the mob so it doesn't fall off mobs.set_velocity(self,0) end --only move forward if path is clear if node_in_front_of == 0 or node_in_front_of == 1 then --set the velocity of the mob mobs.set_velocity(self,1) end --print("walk") elseif self.state == "run" then print("run") elseif self.state == "attack" then print("attack") end end mobs.mob_step = function(self, dtime) --do not continue if non-existent if not self or not self.object or not self.object:get_luaentity() then return false end --print(self.object:get_yaw()) state_switch(self, dtime) state_execution(self,dtime) -- can mob be pushed, if so calculate direction -- do this last (overrides everything) if self.pushable then mobs.collision(self) end self.old_velocity = self.object:get_velocity() end