Crafter/mods/mob/head_code.lua

231 lines
6.1 KiB
Lua

--this is where all the code is stored for the pig mob's head
--converts the degrees to radians
local degrees_to_radians = function(degrees)
--print(d)
return(degrees/180.0*math.pi)
end
--converts yaw to degrees
local degrees = function(yaw)
yaw = yaw + math.pi
return(yaw*180.0/math.pi)
end
--rounds it up to an integer
local degree_round = function(degree)
return(degree + 0.5 - (degree + 0.5) % 1)
end
--turns radians into degrees - not redundant
--doesn't add math.pi
local radians_to_degrees = function(radians)
return(radians*180.0/math.pi)
end
--make sure this is redefined as shown below aka
--don't run mob_rotation_degree_to_radians(rotation)
--run local radians = mob_rotation_degree_to_radians(rotation)
--or the mobs head rotation will become overwritten
local head_rotation_to_radians = function(rotation)
return{
x = 0, --roll should never be changed
y = degrees_to_radians(180 - rotation.y)*-1,
z = degrees_to_radians(90 - rotation.z)
}
end
--this is the "eyes" of the mob
mob.raycast_look = function(self,dtime)
if self.head_rotation and self.head_pos and self.yaw then
--clone the memory as to not overwrite
local head_rotation = table.copy(self.head_rotation)
local radians = head_rotation_to_radians(head_rotation)
--get the real rotation of the head in radians
local real_yaw = degrees_to_radians(self.yaw+180)+radians.y
local dir = vector.multiply(minetest.yaw_to_dir(real_yaw),2)
local convert_to_pitch = minetest.yaw_to_dir(radians.z)
dir.y = convert_to_pitch.x * math.pi/1.5
local pos = self.head_pos
local pos2 = vector.add(pos,vector.multiply(dir,self.view_distance))
return(minetest.raycast(pos, pos2, false, true))
end
end
--this makes a mob check if they're about to walk off a cliff
mob.look_below = function(self)
if self.yaw then
local yaw = degrees_to_radians(self.yaw+180)
local dir = minetest.yaw_to_dir(yaw)
local pos = self.object:get_pos()
local ray_pos = vector.add(dir,pos)
local pos_below = vector.new(ray_pos.x,ray_pos.y - 5,ray_pos.z)
minetest.add_particle({
pos = ray_pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 1,
size = 1,
collisiondetection = false,
vertical = false,
texture = "wood.png",
playername = "singleplayer"
})
return(minetest.raycast(ray_pos, pos_below, false, true))
end
end
--a movement test to move the head
mob.move_head = function(self,pos2)
if self.child then
--print(self.head_rotation.y)
--if passed a direction to look
local pos = self.object:get_pos()
local body_yaw = self.object:get_yaw() - (math.pi/2)
local dir = vector.multiply(minetest.yaw_to_dir(body_yaw),0.72)
local real_dir = minetest.yaw_to_dir(body_yaw)
local body_yaw = degree_round(degrees(minetest.dir_to_yaw(dir)))
--save the yaw for debug
self.yaw = body_yaw
--pos is where the head actually is
pos = vector.add(pos,dir)
pos.y = pos.y + 0.36
--use this to literally look around
self.head_pos = pos
--if the function was given a pos
if pos2 then
local head_yaw = degree_round(degrees(minetest.dir_to_yaw(vector.direction(pos,pos2))))
local new_yaw = (body_yaw-head_yaw)
local pitch = 0
local roll = 0
--print(self.head_rotation.y)
if math.abs(new_yaw) <= 90 or math.abs(new_yaw) >= 270 then
--do other calculations on pitch and roll
local triangle = vector.new(vector.distance(pos,pos2),0,pos2.y-pos.y)
local tri_yaw = minetest.dir_to_yaw(triangle)+(math.pi/2)
pitch = radians_to_degrees(tri_yaw)
pitch = math.floor(pitch+90 + 0.5)
local goal_yaw = 180-new_yaw
if goal_yaw < 0 then
goal_yaw = goal_yaw + 360
end
if goal_yaw > 360 then
goal_yaw = goal_yaw - 360
end
local current_yaw = self.head_rotation.y
if goal_yaw > current_yaw then
current_yaw = current_yaw + 4
elseif goal_yaw < current_yaw then
current_yaw = current_yaw - 4
end
--print(current_yaw)
--stop jittering
if math.abs(math.abs(goal_yaw) - math.abs(current_yaw)) <= 4 then
--print("skipping:")
--print(math.abs(goal_yaw) - math.abs(current_yaw))
current_yaw = goal_yaw
else
--print(" NOT SKIPPING")
--print(math.abs(goal_yaw) - math.abs(current_yaw))
end
local goal_pitch = pitch
local current_pitch = self.head_rotation.z
if goal_pitch > current_pitch then
current_pitch = current_pitch + 1
elseif goal_pitch < current_pitch then
current_pitch = current_pitch - 1
end
self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180, current_yaw, 180))
self.child:set_animation({x=current_pitch,y=current_pitch}, 15, 0, true)
self.head_rotation = vector.new(180, current_yaw, current_pitch)
return(true)
--nothing to look at
else
self.return_head_to_origin(self)
return(false)
end
-- roll newyaw pitch
--if nothing to look at
else
--print("not looking")
self.return_head_to_origin(self)
return(false)
end
end
end
--this sets the mob to move it's head back to pointing forwards
mob.return_head_to_origin = function(self)
--print("setting back to origin")
local rotation = self.head_rotation
--make the head yaw move back twice as fast
if rotation.y > 180 then
if rotation.y > 360 then
rotation.y = rotation.y - 360
end
rotation.y = rotation.y - 2
elseif rotation.y < 180 then
if rotation.y < 0 then
rotation.y = rotation.y + 360
end
rotation.y = rotation.y + 2
end
--finish rotation
if math.abs(rotation.y)+1 == 180 then
rotation.y = 180
end
--move up down (pitch) back to center
if rotation.z > 90 then
rotation.z = rotation.z - 1
elseif rotation.z < 90 then
rotation.z = rotation.z + 1
end
rotation.z = math.floor(rotation.z + 0.5)
rotation.y = math.floor(rotation.y + 0.5)
--print(rotation.y)
self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180, rotation.y, 180))
self.child:set_animation({x=rotation.z,y=rotation.z}, 15, 0, true)
self.head_rotation = rotation
end