mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-06 16:21:05 +01:00
479 lines
12 KiB
Lua
479 lines
12 KiB
Lua
local math_random = math.random
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local vector_multiply = vector.multiply
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local vector_add = vector.add
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local vector_new = vector.new
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_node = minetest.get_node
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local minetest_line_of_sight = minetest.line_of_sight
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local DOUBLE_PI = math.pi * 2
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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--a simple helper function which is too small to move into movement.lua
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local quick_rotate = function(self,dtime)
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self.yaw = self.yaw + THIRTY_SECONDTH_PI
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if self.yaw > DOUBLE_PI then
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self.yaw = self.yaw - DOUBLE_PI
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end
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end
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--[[
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_ _
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| | | |
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| | __ _ _ __ __| |
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| | / _` | '_ \ / _` |
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| |___| (_| | | | | (_| |
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\_____/\__,_|_| |_|\__,_|
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]]--
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--this is basically reverse jump_check
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local cliff_check = function(self,dtime)
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--mobs will flip out if they are falling without this
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if self.object:get_velocity().y ~= 0 then
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return false
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end
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local pos = self.object:get_pos()
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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dir = vector_multiply(dir,radius)
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local free_fall, blocker = minetest_line_of_sight(
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{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
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{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
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return free_fall
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end
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--check if a mob needs to jump
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local jump_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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--only jump if there's a node and a non-solid node above it
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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test_dir.y = test_dir.y + 1
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local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0
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if green_flag_1 and green_flag_2 then
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--can jump over node
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return(1)
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elseif green_flag_1 and not green_flag_2 then
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--wall in front of mob
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return(2)
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end
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--nothing to jump over
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return(0)
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end
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-- state switching logic (stand, walk, run, attacks)
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local land_state_list_wandering = {"stand", "walk"}
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local land_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
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end
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end
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-- states are executed here
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local land_state_execution = function(self,dtime)
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local pos = self.object:get_pos()
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local collisionbox = self.object:get_properties().collisionbox
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--get the center of the mob
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pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
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local current_node = minetest_get_node(pos).name
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local float_now = false
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--recheck if in water or lava
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if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
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float_now = true
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end
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math_random() * (math.pi * 2))
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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--check for nodes to jump over
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local node_in_front_of = jump_check(self)
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if node_in_front_of == 1 then
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mobs.jump(self)
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--turn if on the edge of cliff
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--(this is written like this because unlike
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--jump_check which simply tells the mob to jump
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--this requires a mob to turn, removing the
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--ease of a full implementation for it in a single
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--function)
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elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
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--turn 45 degrees if so
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quick_rotate(self,dtime)
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--stop the mob so it doesn't fall off
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mobs.set_velocity(self,0)
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end
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--only move forward if path is clear
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if node_in_front_of == 0 or node_in_front_of == 1 then
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--set the velocity of the mob
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mobs.set_velocity(self,self.walk_velocity)
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end
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elseif self.state == "run" then
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print("run")
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elseif self.state == "attack" then
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print("attack")
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end
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if float_now then
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mobs.float(self)
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end
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end
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--[[
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_____ _
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/ ___| (_)
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\ `--.__ ___ _ __ ___
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`--. \ \ /\ / / | '_ ` _ \
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/\__/ /\ V V /| | | | | | |
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\____/ \_/\_/ |_|_| |_| |_|
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]]--
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-- state switching logic (stand, walk, run, attacks)
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local swim_state_list_wandering = {"stand", "swim"}
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local swim_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)]
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end
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end
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--check if a mob needs to turn while swimming
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local swim_turn_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return(green_flag_1)
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end
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--this is to swap the built in engine acceleration modifier
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local swim_physics_swapper = function(self,inside_swim_node)
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--should be swimming, gravity is applied, switch to floating
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if inside_swim_node and self.object:get_acceleration().y ~= 0 then
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self.object:set_acceleration(vector_new(0,0,0))
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--not be swim, gravity isn't applied, switch to falling
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elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
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self.pitch = 0
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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local random_pitch_multiplier = {-1,1}
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-- states are executed here
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local swim_state_execution = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + self.object:get_properties().collisionbox[5]
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local current_node = minetest_get_node(pos).name
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local inside_swim_node = false
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--quick scan everything to see if inside swim node
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for _,id in pairs(self.swim_in) do
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if id == current_node then
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inside_swim_node = true
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break
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end
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end
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--turn gravity on or off
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swim_physics_swapper(self,inside_swim_node)
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--swim properly if inside swim node
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if inside_swim_node then
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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mobs.set_swim_velocity(self,0)
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elseif self.state == "swim" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math_random() * (math.pi * 2))
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--create a truly random pitch, since there is no easy access to pitch math that I can find
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self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--do a quick turn to make mob continuously move
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--if in a fish tank or something
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if swim_turn_check(self,dtime) then
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quick_rotate(self,dtime)
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end
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mobs.set_swim_velocity(self,self.walk_velocity)
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end
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--flop around if not inside swim node
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else
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--do animation
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mobs.set_mob_animation(self, "stand")
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mobs.flop(self)
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end
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end
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--[[
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______ _
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| ___| |
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| |_ | |_ _
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| _| | | | | |
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| | | | |_| |
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\_| |_|\__, |
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__/ |
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|___/
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]]--
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-- state switching logic (stand, walk, run, attacks)
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local fly_state_list_wandering = {"stand", "fly"}
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local fly_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
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end
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end
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--check if a mob needs to turn while flyming
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local fly_turn_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return(green_flag_1)
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end
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--this is to swap the built in engine acceleration modifier
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local fly_physics_swapper = function(self,inside_fly_node)
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--should be flyming, gravity is applied, switch to floating
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if inside_fly_node and self.object:get_acceleration().y ~= 0 then
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self.object:set_acceleration(vector_new(0,0,0))
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--not be fly, gravity isn't applied, switch to falling
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elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
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self.pitch = 0
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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local random_pitch_multiplier = {-1,1}
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-- states are executed here
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local fly_state_execution = function(self,dtime)
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local pos = self.object:get_pos()
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local current_node = minetest_get_node(pos).name
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local inside_fly_node = minetest_get_item_group(current_node, "solid") == 0
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local float_now = false
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--recheck if in water or lava
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if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
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inside_fly_node = false
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float_now = true
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end
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--turn gravity on or off
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fly_physics_swapper(self,inside_fly_node)
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--fly properly if inside fly node
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if inside_fly_node then
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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mobs.set_fly_velocity(self,0)
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elseif self.state == "fly" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math_random() * (math.pi * 2))
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--create a truly random pitch, since there is no easy access to pitch math that I can find
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self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--do a quick turn to make mob continuously move
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--if in a bird cage or something
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if fly_turn_check(self,dtime) then
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quick_rotate(self,dtime)
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end
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mobs.set_fly_velocity(self,self.walk_velocity)
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end
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else
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--make the mob float
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if self.floats and float_now then
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mobs.float(self)
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end
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end
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end
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--[[
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___ ___ _ _ _
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| \/ | (_) | | (_)
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| . . | __ _ _ _ __ | | ___ __ _ _ ___
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| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
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| | | | (_| | | | | | | |___| (_) | (_| | | (__
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\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
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__/ |
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|___/
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]]--
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--the main loop
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mobs.mob_step = function(self, dtime)
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--do not continue if non-existent
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if not self or not self.object or not self.object:get_luaentity() then
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return false
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end
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--swimming
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if self.swim then
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swim_state_switch(self, dtime)
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swim_state_execution(self, dtime)
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--flying
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elseif self.fly then
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fly_state_switch(self, dtime)
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fly_state_execution(self,dtime)
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--regular mobs that walk around
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else
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land_state_switch(self, dtime)
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land_state_execution(self,dtime)
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end
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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if self.pushable then
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mobs.collision(self)
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end
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self.old_velocity = self.object:get_velocity()
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end
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