mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-09 09:41:05 +01:00
764 lines
18 KiB
Lua
764 lines
18 KiB
Lua
local math_random = math.random
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local math_pi = math.pi
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local math_floor = math.floor
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local math_round = math.round
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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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--a simple helper function for rounding
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--http://lua-users.org/wiki/SimpleRound
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function round2(num, numDecimalPlaces)
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return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
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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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--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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-- 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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if self.hostile and self.attacking then
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self.state = "attack"
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return
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end
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--do math after sure not attacking
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self.state_timer = self.state_timer - dtime
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if 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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--make slow falling mobs fall slow
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if self.fall_slow then
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if self.object:get_velocity().y < 0 then
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--lua is acting really weird so we have to help it
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if round2(self.object:get_acceleration().y, 1) == -self.gravity then
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self.object:set_acceleration(vector_new(0,0,0))
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mobs.mob_fall_slow(self)
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end
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else
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if round2(self.object:get_acceleration().y, 1) == 0 then
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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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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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--animation fixes for explosive mobs
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if self.attack_type == "explode" then
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mobs.reverse_explosion_animation(self,dtime)
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end
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mobs.lock_yaw(self)
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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 = mobs.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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--animation fixes for explosive mobs
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if self.attack_type == "explode" then
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mobs.reverse_explosion_animation(self,dtime)
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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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--execute mob attack type
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if self.attack_type == "explode" then
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mobs.explode_attack_walk(self, dtime)
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elseif self.attack_type == "punch" then
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mobs.punch_attack_walk(self,dtime)
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elseif self.attack_type == "projectile" then
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mobs.projectile_attack_walk(self,dtime)
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end
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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.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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if self.tilt_swim then
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mobs.set_static_pitch(self)
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end
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mobs.lock_yaw(self)
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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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--only enable tilt swimming if enabled
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if self.tilt_swim then
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mobs.set_dynamic_pitch(self)
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end
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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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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if self.tilt_swim then
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mobs.set_static_pitch(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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-- 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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if self.hostile and self.attacking then
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self.state = "attack"
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return
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end
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self.state_timer = self.state_timer - dtime
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if 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 flying
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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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if self.tilt_fly then
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mobs.set_static_pitch(self)
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end
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mobs.lock_yaw(self)
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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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if self.tilt_fly then
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mobs.set_dynamic_pitch(self)
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end
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mobs.set_fly_velocity(self,self.walk_velocity)
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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elseif self.state == "attack" then
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--execute mob attack type
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--if self.attack_type == "explode" then
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--mobs.explode_attack_fly(self, dtime)
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--elseif self.attack_type == "punch" then
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--mobs.punch_attack_fly(self,dtime)
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if self.attack_type == "projectile" then
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mobs.projectile_attack_fly(self,dtime)
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end
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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.set_velocity(self, 0)
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mobs.float(self)
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if self.tilt_fly then
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mobs.set_static_pitch(self)
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end
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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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--check if a mob needs to turn while jumping
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local jump_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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|
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-- state switching logic (stand, jump, run, attacks)
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|
local jump_state_list_wandering = {"stand", "jump"}
|
|
|
|
local jump_state_switch = function(self, dtime)
|
|
self.state_timer = self.state_timer - dtime
|
|
if self.state_timer <= 0 then
|
|
self.state_timer = math.random(4,10) + math.random()
|
|
self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)]
|
|
end
|
|
end
|
|
|
|
-- states are executed here
|
|
local jump_state_execution = function(self,dtime)
|
|
|
|
local pos = self.object:get_pos()
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
--get the center of the mob
|
|
pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
|
|
local current_node = minetest_get_node(pos).name
|
|
|
|
local float_now = false
|
|
|
|
--recheck if in water or lava
|
|
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
|
float_now = true
|
|
end
|
|
|
|
if self.state == "stand" then
|
|
|
|
--do animation
|
|
mobs.set_mob_animation(self, "stand")
|
|
|
|
--set the velocity of the mob
|
|
mobs.set_velocity(self,0)
|
|
|
|
mobs.lock_yaw(self)
|
|
|
|
elseif self.state == "jump" then
|
|
|
|
self.walk_timer = self.walk_timer - dtime
|
|
|
|
--reset the jump timer
|
|
if self.walk_timer <= 0 then
|
|
|
|
--re-randomize the jump 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)
|
|
|
|
--jumping mobs are more loosey goosey
|
|
if node_in_front_of == 1 then
|
|
quick_rotate(self,dtime)
|
|
end
|
|
|
|
--only move forward if path is clear
|
|
mobs.jump_move(self,self.walk_velocity)
|
|
|
|
elseif self.state == "run" then
|
|
|
|
print("run")
|
|
|
|
elseif self.state == "attack" then
|
|
|
|
print("attack")
|
|
|
|
end
|
|
|
|
if float_now then
|
|
mobs.float(self)
|
|
end
|
|
end
|
|
|
|
|
|
|
|
|
|
--[[
|
|
___ ___ _ _ _
|
|
| \/ | (_) | | (_)
|
|
| . . | __ _ _ _ __ | | ___ __ _ _ ___
|
|
| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
|
|
| | | | (_| | | | | | | |___| (_) | (_| | | (__
|
|
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
|
|
__/ |
|
|
|___/
|
|
]]--
|
|
|
|
--the main loop
|
|
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
|
|
self.object:remove()
|
|
return false
|
|
end
|
|
|
|
--do death logic (animation, poof, explosion, etc)
|
|
if self.health <= 0 then
|
|
|
|
mobs.death_logic(self, dtime)
|
|
|
|
--this is here because the mob must continue to move
|
|
--while stunned before coming to a complete halt even during
|
|
--the death tilt
|
|
if self.pause_timer > 0 then
|
|
self.pause_timer = self.pause_timer - dtime
|
|
--perfectly reset pause_timer
|
|
if self.pause_timer < 0 then
|
|
self.pause_timer = 0
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
|
|
--do custom mob instructions
|
|
if self.do_custom then
|
|
-- when false skip going any further
|
|
if self.do_custom(self, dtime) == false then
|
|
--this overrides internal lua collision detection
|
|
return
|
|
end
|
|
end
|
|
|
|
local attacking = nil
|
|
|
|
--scan for players within eyesight
|
|
if self.hostile then
|
|
--true for line_of_sight is debug
|
|
attacking = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
|
|
|
|
--go get the closest player
|
|
if attacking then
|
|
|
|
--set initial punch timer
|
|
if self.attacking == nil then
|
|
if self.attack_type == "punch" then
|
|
self.punch_timer = -1
|
|
end
|
|
end
|
|
|
|
self.attacking = attacking
|
|
--no player in area
|
|
else
|
|
|
|
--reset states when coming out of hostile state
|
|
if self.attacking ~= nil then
|
|
self.state_timer = -1
|
|
end
|
|
|
|
self.attacking = nil
|
|
end
|
|
end
|
|
|
|
--count down hostile cooldown timer when no players in range
|
|
if self.neutral and self.hostile and not attacking and self.hostile_cooldown_timer then
|
|
|
|
self.hostile_cooldown_timer = self.hostile_cooldown_timer - dtime
|
|
|
|
if self.hostile_cooldown_timer <= 0 then
|
|
self.hostile = false
|
|
self.hostile_cooldown_timer = 0
|
|
end
|
|
end
|
|
|
|
--mob is stunned after being hit
|
|
if self.pause_timer > 0 then
|
|
self.pause_timer = self.pause_timer - dtime
|
|
--don't break eye contact
|
|
if self.hostile and self.attacking then
|
|
mobs.set_yaw_while_attacking(self)
|
|
end
|
|
|
|
--perfectly reset pause_timer
|
|
if self.pause_timer < 0 then
|
|
self.pause_timer = 0
|
|
end
|
|
|
|
return -- don't allow collision detection
|
|
--do normal ai
|
|
else
|
|
--jump only (like slimes)
|
|
if self.jump_only then
|
|
jump_state_switch(self, dtime)
|
|
jump_state_execution(self, dtime)
|
|
--swimming
|
|
elseif self.swim then
|
|
swim_state_switch(self, dtime)
|
|
swim_state_execution(self, dtime)
|
|
--flying
|
|
elseif self.fly then
|
|
fly_state_switch(self, dtime)
|
|
fly_state_execution(self,dtime)
|
|
--regular mobs that walk around
|
|
else
|
|
land_state_switch(self, dtime)
|
|
land_state_execution(self,dtime)
|
|
end
|
|
end
|
|
|
|
|
|
-- 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()
|
|
self.old_pos = self.object:get_pos()
|
|
end
|