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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-06 16:21:05 +01:00
112 lines
No EOL
3.1 KiB
Lua
112 lines
No EOL
3.1 KiB
Lua
local minetest_line_of_sight = minetest.line_of_sight
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_node = minetest.get_node
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local minetest_get_item_group = minetest.get_item_group
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local vector_new = vector.new
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local vector_multiply = vector.multiply
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-- default function when mobs are blown up with TNT
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local do_tnt = function(obj, damage)
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obj.object:punch(obj.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, nil)
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return false, true, {}
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end
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--a fast function to be able to detect only players without using objects_in_radius
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mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
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line_of_sight = line_of_sight or true --fallback line_of_sight
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radius = radius or 10 -- fallback radius
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object_height_adder = object_height_adder or 0 --fallback entity (y height) addition for line of sight
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local pos1 = self.object:get_pos()
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local players_in_area = {}
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local winner_player = nil
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local players_detected = 0
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--get players in radius
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for _,player in pairs(minetest.get_connected_players()) do
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if player and player:get_hp() > 0 then
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local pos2 = player:get_pos()
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local distance = vector.distance(pos1,pos2)
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if distance <= radius then
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if line_of_sight then
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--must add eye height or stuff breaks randomly because of
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--seethrough nodes being a blocker (like grass)
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if minetest_line_of_sight(
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vector_new(pos1.x, pos1.y + object_height_adder, pos1.z),
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vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z)
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) then
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players_detected = players_detected + 1
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players_in_area[player] = distance
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end
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else
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players_detected = players_detected + 1
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players_in_area[player] = distance
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end
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end
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end
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end
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--return if there's no one near by
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if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
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return nil
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end
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--do a default radius max
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local shortest_disance = radius + 1
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--sort through players and find the closest player
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for player,distance in pairs(players_in_area) do
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if distance < shortest_disance then
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shortest_disance = distance
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winner_player = player
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end
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end
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return(winner_player)
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end
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--check if a mob needs to jump
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mobs.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 |