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init.lua
549
init.lua
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@ -38,11 +38,6 @@ local neighbors ={
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{x=1,z=-1}
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}
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local modpath = minetest.get_modpath("mobkit")
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dofile(modpath .. "/utility.lua")
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dofile(modpath .. "/core.lua")
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dofile(modpath .. "/behaviors.lua")
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-- UTILITY FUNCTIONS
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@ -253,25 +248,19 @@ function mobkit.turn2yaw(self,tyaw,rate)
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tyaw = tyaw or 0 --temp
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rate = rate or 6
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local yaw = self.object:get_yaw()
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local diff = tyaw-yaw
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local step = self.dtime*rate
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yaw = yaw+pi
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tyaw=(tyaw+pi)%(pi*2)
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if abs(diff)<step then
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self.object:set_yaw(tyaw)
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return true
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end
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local dirmod = abs(diff) > pi and -1 or 1
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local nyaw = diff < 0 and yaw+step*-dirmod or yaw+step*dirmod
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if nyaw > pi then
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nyaw=nyaw-pi*2
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elseif nyaw < -pi then
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nyaw=nyaw+pi*2
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end
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self.object:set_yaw(nyaw)
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local step=min(self.dtime*rate,abs(tyaw-yaw)%(pi*2))
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local dir = abs(tyaw-yaw)>pi and -1 or 1
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dir = tyaw>yaw and dir*1 or dir * -1
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local nyaw = (yaw+step*dir)%(pi*2)
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self.object:set_yaw(nyaw-pi)
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if nyaw==tyaw then return true
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else return false end
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end
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function mobkit.dir_to_rot(v,rot)
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@ -343,7 +332,7 @@ end
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function mobkit.hurt(luaent,dmg)
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if not luaent then return false end
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if type(luaent) == 'table' then
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luaent.hp = (luaent.hp or 0) - dmg
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luaent.hp = max((luaent.hp or 0) - dmg,0)
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end
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end
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@ -550,6 +539,13 @@ function mobkit.goto_next_waypoint(self,tpos)
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return true
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end
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function mobkit.go_forward_horizontal(self,yaw,speed) -- sets velocity in yaw direction, y component unaffected
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local y = self.object:get_velocity().y
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local vel = vector.multiply(minetest.yaw_to_dir(yaw),speed)
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vel.y = y
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self.object:set_velocity(vel)
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end
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function mobkit.timer(self,s) -- returns true approx every s seconds
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local t1 = floor(self.time_total)
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local t2 = floor(self.time_total+self.dtime)
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@ -694,6 +690,190 @@ local function sensors()
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end
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end
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end
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------------
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-- CALLBACKS
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------------
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function mobkit.default_brain(self)
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if mobkit.is_queue_empty_high(self) then mobkit.hq_roam(self,0) end
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end
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function mobkit.statfunc(self)
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local tmptab={}
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tmptab.memory = self.memory
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tmptab.hp = self.hp
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tmptab.texture_no = self.texture_no
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return minetest.serialize(tmptab)
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end
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function mobkit.actfunc(self, staticdata, dtime_s)
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self.lqueue = {}
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self.hqueue = {}
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self.nearby_objects = {}
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self.nearby_players = {}
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self.pos_history = {}
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self.path_dir = 1
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self.time_total = 0
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local sdata = minetest.deserialize(staticdata)
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if sdata then
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for k,v in pairs(sdata) do
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self[k] = v
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end
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end
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if self.timeout and self.timeout>0 and dtime_s > self.timeout and next(self.memory)==nil then
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self.object:remove()
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end
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if not self.memory then -- this is the initial activation
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self.memory = {}
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-- texture variation
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if #self.textures > 1 then self.texture_no = random(#self.textures) end
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end
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-- apply texture
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if self.texture_no then
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local props = {}
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props.textures = {self.textures[self.texture_no]}
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self.object:set_properties(props)
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end
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--hp
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self.hp = self.hp or (self.max_hp or 10)
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--armor
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if type(self.armor_groups) ~= 'table' then
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self.armor_groups={}
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end
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self.armor_groups.immortal = 1
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self.object:set_armor_groups(self.armor_groups)
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self.oxygen = self.oxygen or self.lung_capacity
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self.lastvelocity = {x=0,y=0,z=0}
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self.height = self.collisionbox[5] - self.collisionbox[2]
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self.sensefunc=sensors()
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end
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function mobkit.stepfunc(self,dtime) -- not intended to be modified
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self.dtime = dtime
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-- physics comes first
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-- self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
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local vel = self.object:get_velocity()
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-- if self.lastvelocity.y == vel.y then
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if abs(self.lastvelocity.y-vel.y)<0.001 then
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self.isonground = true
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else
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self.isonground = false
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end
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-- dumb friction
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if self.isonground then
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self.object:set_velocity({x= vel.x> 0.2 and vel.x*mobkit.friction or 0,
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y=vel.y,
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z=vel.z > 0.2 and vel.z*mobkit.friction or 0})
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end
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-- bounciness
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if self.springiness and self.springiness > 0 then
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local vnew = vector.new(vel)
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if not self.collided then -- ugly workaround for inconsistent collisions
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for _,k in ipairs({'y','z','x'}) do
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if vel[k]==0 and abs(self.lastvelocity[k])> 0.1 then
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vnew[k]=-self.lastvelocity[k]*self.springiness
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end
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end
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end
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if not vector.equals(vel,vnew) then
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self.collided = true
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else
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if self.collided then
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vnew = vector.new(self.lastvelocity)
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end
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self.collided = false
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end
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self.object:set_velocity(vnew)
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end
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-- buoyancy
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local spos = mobkit.get_stand_pos(self)
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spos.y = spos.y+0.01
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-- get surface height
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-- local surface = mobkit.get_node_pos(spos).y+0.5
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local surface = nil
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local snodepos = mobkit.get_node_pos(spos)
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local surfnode = mobkit.nodeatpos(spos)
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while surfnode and surfnode.drawtype == 'liquid' do
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surface = snodepos.y+0.5
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if surface > spos.y+self.height then break end
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snodepos.y = snodepos.y+1
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surfnode = mobkit.nodeatpos(snodepos)
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end
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if surface then -- standing in liquid
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self.isinliquid = true
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local submergence = min(surface-spos.y,self.height)
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local balance = self.buoyancy*self.height
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local buoyacc = mobkit.gravity*((balance - submergence)^2/balance^2*sign(balance - submergence))
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self.object:set_acceleration({x=-vel.x,y=buoyacc-vel.y*abs(vel.y)*0.7,z=-vel.z})
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else
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self.isinliquid = false
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self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
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end
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-- local footnode = mobkit.nodeatpos(spos)
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-- local headnode
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-- if footnode and footnode.drawtype == 'liquid' then
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-- vel = self.object:get_velocity()
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-- headnode = mobkit.nodeatpos(mobkit.pos_shift(spos,{y=self.height or 0})) -- TODO: height may be nil
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-- local submergence = headnode.drawtype=='liquid'
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-- and self.buoyancy-1
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-- or (self.buoyancy*self.height-(1-(spos.y+0.5)%1))^2/(self.buoyancy*self.height)^2*sign(self.buoyancy*self.height-(1-(spos.y+0.5)%1))
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-- local buoyacc = submergence * mobkit.gravity
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-- self.object:set_acceleration({x=-vel.x,y=buoyacc-vel.y*abs(vel.y)*0.5,z=-vel.z})
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-- end
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if self.brainfunc then
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-- vitals: fall damage
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vel = self.object:get_velocity()
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local velocity_delta = abs(self.lastvelocity.y - vel.y)
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if velocity_delta > mobkit.safe_velocity then
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self.hp = self.hp - floor((self.max_hp-100) * min(1, velocity_delta/mobkit.terminal_velocity))
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end
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-- vitals: oxygen
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if self.lung_capacity then
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local headnode = mobkit.nodeatpos(mobkit.pos_shift(self.object:get_pos(),{y=self.collisionbox[5]})) -- node at hitbox top
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if headnode and headnode.drawtype == 'liquid' then
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self.oxygen = self.oxygen - self.dtime
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else
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self.oxygen = self.lung_capacity
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end
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if self.oxygen <= 0 then self.hp=0 end -- drown
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end
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self:sensefunc()
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self:brainfunc()
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execute_queues(self)
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end
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self.lastvelocity = self.object:get_velocity()
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self.time_total=self.time_total+self.dtime
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end
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----------------------------
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-- BEHAVIORS
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----------------------------
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-- LOW LEVEL QUEUE FUNCTIONS
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----------------------------
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@ -1151,181 +1331,178 @@ function mobkit.hq_swimto(self,prty,tpos)
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mobkit.queue_high(self,func,prty)
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end
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------------
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-- CALLBACKS
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------------
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---------------------
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-- AQUATIC
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---------------------
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function mobkit.default_brain(self)
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if mobkit.is_queue_empty_high(self) then mobkit.hq_roam(self,0) end
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end
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function mobkit.statfunc(self)
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local tmptab={}
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tmptab.memory = self.memory
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tmptab.hp = self.hp
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tmptab.texture_no = self.texture_no
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return minetest.serialize(tmptab)
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end
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function mobkit.actfunc(self, staticdata, dtime_s)
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self.lqueue = {}
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self.hqueue = {}
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self.nearby_objects = {}
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self.nearby_players = {}
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self.pos_history = {}
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self.path_dir = 1
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self.time_total = 0
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local sdata = minetest.deserialize(staticdata)
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if sdata then
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for k,v in pairs(sdata) do
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self[k] = v
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end
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-- MACROS
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local function aqua_radar_dumb(pos,yaw,range,reverse)
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range = range or 4
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local function newpos(p,y,r)
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return mobkit.pos_shift(p,vector.multiply(minetest.yaw_to_dir(y),r))
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end
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if self.timeout and self.timeout>0 and dtime_s > self.timeout and next(self.memory)==nil then
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self.object:remove()
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end
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if not self.memory then -- this is the initial activation
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self.memory = {}
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-- texture variation
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if #self.textures > 1 then self.texture_no = random(#self.textures) end
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end
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-- apply texture
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if self.texture_no then
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local props = {}
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props.textures = {self.textures[self.texture_no]}
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self.object:set_properties(props)
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end
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--hp
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self.hp = self.hp or (self.max_hp or 10)
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--armor
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if type(self.armor_groups) ~= 'table' then
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self.armor_groups={}
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end
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self.armor_groups.immortal = 1
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self.object:set_armor_groups(self.armor_groups)
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self.oxygen = self.oxygen or self.lung_capacity
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self.lastvelocity = {x=0,y=0,z=0}
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self.height = self.collisionbox[5] - self.collisionbox[2]
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self.sensefunc=sensors()
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end
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function mobkit.stepfunc(self,dtime) -- not intended to be modified
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self.dtime = dtime
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-- physics comes first
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-- self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
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local vel = self.object:get_velocity()
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-- if self.lastvelocity.y == vel.y then
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if abs(self.lastvelocity.y-vel.y)<0.001 then
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self.isonground = true
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else
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self.isonground = false
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end
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-- dumb friction
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if self.isonground then
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self.object:set_velocity({x= vel.x> 0.2 and vel.x*mobkit.friction or 0,
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y=vel.y,
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z=vel.z > 0.2 and vel.z*mobkit.friction or 0})
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end
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-- bounciness
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if self.springiness and self.springiness > 0 then
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local vnew = vector.new(vel)
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if not self.collided then -- ugly workaround for inconsistent collisions
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for _,k in ipairs({'y','z','x'}) do
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if vel[k]==0 and abs(self.lastvelocity[k])> 0.1 then
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vnew[k]=-self.lastvelocity[k]*self.springiness
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local function okpos(p)
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local node = mobkit.nodeatpos(p)
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if node then
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if node.drawtype == 'liquid' then
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local nodeu = mobkit.nodeatpos(mobkit.pos_shift(p,{y=1}))
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local noded = mobkit.nodeatpos(mobkit.pos_shift(p,{y=-1}))
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if (nodeu and nodeu.drawtype == 'liquid') or (noded and noded.drawtype == 'liquid') then
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return true
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else
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return false
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end
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else
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local h,l = mobkit.get_terrain_height(p)
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if h then
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local node2 = mobkit.nodeatpos({x=p.x,y=h+1.99,z=p.z})
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if node2 and node2.drawtype == 'liquid' then return true, h end
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else
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return false
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end
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end
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end
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if not vector.equals(vel,vnew) then
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self.collided = true
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else
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if self.collided then
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vnew = vector.new(self.lastvelocity)
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return false
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end
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end
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local fpos = newpos(pos,yaw,range)
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local ok,h = okpos(fpos)
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if not ok then
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local ffrom, fto, fstep
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if reverse then
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ffrom, fto, fstep = 3,1,-1
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else
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ffrom, fto, fstep = 1,3,1
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end
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for i=ffrom, fto, fstep do
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local ok,h = okpos(newpos(pos,yaw+i,range))
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if ok then return yaw+i,h end
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ok,h = okpos(newpos(pos,yaw-i,range))
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if ok then return yaw-i,h end
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end
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return yaw+pi,h
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else
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return yaw, h
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end
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end
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function mobkit.is_in_deep(target)
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if not target then return false end
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local nodepos = mobkit.get_stand_pos(target)
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local node1 = mobkit.nodeatpos(nodepos)
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nodepos.y=nodepos.y+1
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local node2 = mobkit.nodeatpos(nodepos)
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nodepos.y=nodepos.y-2
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local node3 = mobkit.nodeatpos(nodepos)
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if node1 and node2 and node1.drawtype=='liquid' and (node2.drawtype=='liquid' or node3.drawtype=='liquid') then
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return true
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end
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end
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-- HQ behaviors
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function mobkit.hq_aqua_roam(self,prty,speed)
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local tyaw = 0
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local init = true
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local prvscanpos = {x=0,y=0,z=0}
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local center = self.object:get_pos()
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local func = function(self)
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if init then
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mobkit.animate(self,'def')
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init = false
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end
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local pos = mobkit.get_stand_pos(self)
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local yaw = self.object:get_yaw()
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local pos2d = {x=pos.x,y=0,z=pos.z}
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local scanpos = mobkit.get_node_pos(vector.add(pos,vector.multiply(minetest.yaw_to_dir(yaw),speed)))
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if not vector.equals(prvscanpos,scanpos) then
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prvscanpos=scanpos
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local nyaw,height = aqua_radar_dumb(pos,yaw,speed,true)
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if height and height > pos.y+self.collisionbox[2] then
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local vel = self.object:get_velocity()
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vel.y = vel.y+1
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self.object:set_velocity(vel)
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end
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if yaw ~= nyaw then
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tyaw=nyaw
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mobkit.hq_aqua_turn(self,prty+1,tyaw,speed)
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return
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end
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end
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if mobkit.timer(self,1) then
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if vector.distance(pos,center) > abr*16*0.5 then
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tyaw = minetest.dir_to_yaw(vector.direction(pos,{x=center.x+random()*10-5,y=center.y,z=center.z+random()*10-5}))
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||||
else
|
||||
if random(10)>=9 then tyaw=tyaw+random()*pi - pi*0.5 end
|
||||
end
|
||||
self.collided = false
|
||||
end
|
||||
|
||||
self.object:set_velocity(vnew)
|
||||
mobkit.turn2yaw(self,tyaw,3)
|
||||
local yaw = self.object:get_yaw()
|
||||
mobkit.go_forward_horizontal(self,yaw,4)
|
||||
end
|
||||
|
||||
-- buoyancy
|
||||
local spos = mobkit.get_stand_pos(self)
|
||||
spos.y = spos.y+0.01
|
||||
-- get surface height
|
||||
-- local surface = mobkit.get_node_pos(spos).y+0.5
|
||||
local surface = nil
|
||||
local snodepos = mobkit.get_node_pos(spos)
|
||||
local surfnode = mobkit.nodeatpos(spos)
|
||||
while surfnode and surfnode.drawtype == 'liquid' do
|
||||
surface = snodepos.y+0.5
|
||||
if surface > spos.y+self.height then break end
|
||||
snodepos.y = snodepos.y+1
|
||||
surfnode = mobkit.nodeatpos(snodepos)
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function mobkit.hq_aqua_turn(self,prty,tyaw,speed)
|
||||
local func = function(self)
|
||||
local finished=mobkit.turn2yaw(self,tyaw)
|
||||
local yaw = self.object:get_yaw()
|
||||
mobkit.go_forward_horizontal(self,yaw,speed)
|
||||
if finished then return true end
|
||||
end
|
||||
if surface then -- standing in liquid
|
||||
self.isinliquid = true
|
||||
local submergence = min(surface-spos.y,self.height)
|
||||
local balance = self.buoyancy*self.height
|
||||
local buoyacc = mobkit.gravity*((balance - submergence)^2/balance^2*sign(balance - submergence))
|
||||
self.object:set_acceleration({x=-vel.x,y=buoyacc-vel.y*abs(vel.y)*0.7,z=-vel.z})
|
||||
else
|
||||
self.isinliquid = false
|
||||
self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- local footnode = mobkit.nodeatpos(spos)
|
||||
-- local headnode
|
||||
-- if footnode and footnode.drawtype == 'liquid' then
|
||||
|
||||
-- vel = self.object:get_velocity()
|
||||
-- headnode = mobkit.nodeatpos(mobkit.pos_shift(spos,{y=self.height or 0})) -- TODO: height may be nil
|
||||
-- local submergence = headnode.drawtype=='liquid'
|
||||
-- and self.buoyancy-1
|
||||
-- or (self.buoyancy*self.height-(1-(spos.y+0.5)%1))^2/(self.buoyancy*self.height)^2*sign(self.buoyancy*self.height-(1-(spos.y+0.5)%1))
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
-- local buoyacc = submergence * mobkit.gravity
|
||||
-- self.object:set_acceleration({x=-vel.x,y=buoyacc-vel.y*abs(vel.y)*0.5,z=-vel.z})
|
||||
|
||||
-- end
|
||||
|
||||
if self.brainfunc then
|
||||
-- vitals: fall damage
|
||||
vel = self.object:get_velocity()
|
||||
local velocity_delta = abs(self.lastvelocity.y - vel.y)
|
||||
if velocity_delta > mobkit.safe_velocity then
|
||||
self.hp = self.hp - floor((self.max_hp-100) * min(1, velocity_delta/mobkit.terminal_velocity))
|
||||
function mobkit.hq_aqua_attack(self,prty,tgtobj,speed)
|
||||
local tyaw = 0
|
||||
local prvscanpos = {x=0,y=0,z=0}
|
||||
local init = true
|
||||
local func = function(self)
|
||||
if not mobkit.is_alive(tgtobj) then return true end
|
||||
if init then
|
||||
mobkit.animate(self,'fast')
|
||||
mobkit.make_sound(self,'attack')
|
||||
init = false
|
||||
end
|
||||
|
||||
-- vitals: oxygen
|
||||
local headnode = mobkit.nodeatpos(mobkit.pos_shift(self.object:get_pos(),{y=self.collisionbox[5]})) -- node at hitbox top
|
||||
if headnode and headnode.drawtype == 'liquid' then
|
||||
self.oxygen = self.oxygen - self.dtime
|
||||
else
|
||||
self.oxygen = self.lung_capacity
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local yaw = self.object:get_yaw()
|
||||
local pos2d = {x=pos.x,y=0,z=pos.z}
|
||||
local scanpos = mobkit.get_node_pos(vector.add(pos,vector.multiply(minetest.yaw_to_dir(yaw),speed)))
|
||||
if not vector.equals(prvscanpos,scanpos) then
|
||||
prvscanpos=scanpos
|
||||
local nyaw,height = aqua_radar_dumb(pos,yaw,speed)
|
||||
if height and height > pos.y+self.collisionbox[2] then
|
||||
local vel = self.object:get_velocity()
|
||||
vel.y = vel.y+1
|
||||
self.object:set_velocity(vel)
|
||||
end
|
||||
if yaw ~= nyaw then
|
||||
tyaw=nyaw
|
||||
mobkit.hq_aqua_turn(self,prty+1,tyaw,speed)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
if self.oxygen <= 0 then self.hp=0 end -- drown
|
||||
|
||||
|
||||
self:sensefunc()
|
||||
self:brainfunc()
|
||||
execute_queues(self)
|
||||
local tpos = tgtobj:get_pos()
|
||||
local tyaw=minetest.dir_to_yaw(vector.direction(pos,tpos))
|
||||
mobkit.turn2yaw(self,tyaw,3)
|
||||
local yaw = self.object:get_yaw()
|
||||
if mobkit.timer(self,1) then
|
||||
if not mobkit.is_in_deep(tgtobj) then return true end
|
||||
local vel = self.object:get_velocity()
|
||||
if tpos.y>pos.y+0.5 then self.object:set_velocity({x=vel.x,y=vel.y+0.5,z=vel.z})
|
||||
elseif tpos.y<pos.y-0.5 then self.object:set_velocity({x=vel.x,y=vel.y-0.5,z=vel.z}) end
|
||||
end
|
||||
if mobkit.isnear3d(mobkit.pos_shift(pos,vector.multiply(minetest.yaw_to_dir(yaw),0.7)),tpos,0.35) then --bite
|
||||
tgtobj:punch(self.object,1,self.attack)
|
||||
mobkit.hq_aqua_turn(self,prty,yaw-pi,speed)
|
||||
return true
|
||||
end
|
||||
mobkit.go_forward_horizontal(self,yaw,speed)
|
||||
end
|
||||
|
||||
self.lastvelocity = self.object:get_velocity()
|
||||
self.time_total=self.time_total+self.dtime
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue