1303 lines
34 KiB
Lua
1303 lines
34 KiB
Lua
local mob_class = mcl_mobs.mob_class
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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--- how many radians to really turn away from a wall or cliff?
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local YAW_RAD = 1.8
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local node_snow = "mcl_core:snow"
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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-- TODO delete logging functions and all uses of them before MR
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local log_flying = false
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local log_swimming = false
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local log_walking = false
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local function walk_log(msg)
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if log_walking then
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minetest.log("walk_log: " .. msg)
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end
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end
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local function fly_log(msg)
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if log_flying then
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minetest.log("fly_log: " .. msg)
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end
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end
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local function swim_log(msg)
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if log_swimming then
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minetest.log("swim_log: " .. msg)
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end
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end
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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-- Returns true is node can deal damage to self
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function mob_class:is_node_dangerous(nodename)
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local nn = nodename
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if self.lava_damage > 0 then
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if minetest.get_item_group(nn, "lava") ~= 0 then
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return true
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end
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end
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if self.fire_damage > 0 then
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if minetest.get_item_group(nn, "fire") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then
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return true
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end
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return false
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end
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-- Returns true if node is a water hazard to this mob
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function mob_class:is_node_waterhazard(nodename)
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if self.swims or self.breathes_in_water or self.object:get_properties().breath_max == -1 then
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return false
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end
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if self.water_damage > 0 then
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if minetest.get_item_group(nodename, "water") ~= 0 then
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return true
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end
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end
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if
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minetest.registered_nodes[nodename]
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and minetest.registered_nodes[nodename].drowning
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and minetest.registered_nodes[nodename].drowning > 0
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and minetest.get_item_group(nodename, "water") ~= 0
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then
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return true
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end
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return false
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end
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function mob_class:target_visible(origin, target)
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if not origin then return end
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if not target and self.attack then
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target = self.attack
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end
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if not target then return end
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local target_pos = target:get_pos()
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if not target_pos then return end
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local origin_eye_pos = vector.offset(origin, 0, self.head_eye_height, 0)
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local targ_head_height, targ_feet_height
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local cbox = self.object:get_properties().collisionbox
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if target:is_player() then
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targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
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targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
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else
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targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
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targ_feet_height = vector.offset(target_pos, 0, cbox[2], 0)
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end
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if minetest.line_of_sight(origin_eye_pos, targ_head_height) then
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return true
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end
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if minetest.line_of_sight(origin_eye_pos, targ_feet_height) then
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return true
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end
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-- TODO mid way between feet and head
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return false
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end
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-- check line of sight (BrunoMine)
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function mob_class:line_of_sight(pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, _ = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s then return true end
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-- New pos1 to be analyzed
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local npos1 = vector.copy(pos1)
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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local nn = minetest.get_node(pos).name
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local td = vector.distance(pos1, pos2)
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = vector.distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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function mob_class:can_jump_cliff()
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local pos = self.object:get_pos()
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--is there nothing under the block in front? if so jump the gap.
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local dir_x, dir_z = self:forward_directions()
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local pos_low = vector.offset(pos, dir_x, -0.5, dir_z)
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local pos_far = vector.offset(pos, dir_x * 2, -0.5, dir_z * 2)
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local pos_far2 = vector.offset(pos, dir_x * 3, -0.5, dir_z * 3)
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local nodLow = mcl_mobs.node_ok(pos_low, "air")
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local nodFar = mcl_mobs.node_ok(pos_far, "air")
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local nodFar2 = mcl_mobs.node_ok(pos_far2, "air")
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if minetest.registered_nodes[nodLow.name]
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and minetest.registered_nodes[nodLow.name].walkable ~= true
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and (minetest.registered_nodes[nodFar.name]
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and minetest.registered_nodes[nodFar.name].walkable == true
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or minetest.registered_nodes[nodFar2.name]
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and minetest.registered_nodes[nodFar2.name].walkable == true)
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then
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--disable fear heigh while we make our jump
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self._jumping_cliff = true
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minetest.after(1, function()
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if self and self.object then
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self._jumping_cliff = false
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end
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end)
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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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end
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-- is mob facing a cliff or danger
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function mob_class:is_at_cliff_or_danger()
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if self.fear_height == 0 or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
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return false
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end
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local cbox = self.object:get_properties().collisionbox
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local dir_x, dir_z = self:forward_directions()
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local pos = self.object:get_pos()
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local free_fall, blocker = minetest.line_of_sight(
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vector.offset(pos, dir_x, cbox[2], dir_z),
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vector.offset(pos, dir_x, -self.fear_height, dir_z))
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if free_fall then
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return true
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else
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local bnode = minetest.get_node(blocker)
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local danger = self:is_node_dangerous(bnode.name)
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if danger then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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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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return false
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end
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function mob_class:is_at_water_danger()
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if self._jumping_cliff or self.swims or self.fly or self.object:get_properties().breath_max == -1 then
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return false
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end
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local cbox = self.object:get_properties().collisionbox
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local pos = self.object:get_pos()
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local infront = self:node_infront_ok(pos, -1)
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local height = cbox[5] - cbox[2]
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if self:is_node_waterhazard(infront.name) then
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-- if short then mob can drown in a single node
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if height <= 1.0 then
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return true
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else
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-- else it's only dangerous if two nodes deep
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local below_infront = self:node_infront_ok(pos, -2)
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if self:is_node_waterhazard(below_infront.name) then
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return true
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end
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end
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end
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return false
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end
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function mob_class:should_get_out_of_water()
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if self.breathes_in_water or self.object:get_properties().breath_max == -1 or self.swims then
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return false
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end
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-- water two nodes deep or head is sumbmerged
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if
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(
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minetest.registered_nodes[self.standing_in]
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and minetest.registered_nodes[self.standing_in].drowning
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and minetest.registered_nodes[self.standing_in].drowning > 0
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and minetest.registered_nodes[self.standing_on]
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and minetest.registered_nodes[self.standing_on].drowning
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and minetest.registered_nodes[self.standing_on].drowning > 0
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)
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or (
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minetest.registered_nodes[self.head_in]
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and minetest.registered_nodes[self.head_in].drowning
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and minetest.registered_nodes[self.head_in].drowning > 0
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)
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then
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return true
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end
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return false
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end
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function mob_class:get_out_of_water()
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local mypos = self.object:get_pos()
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local land = minetest.find_nodes_in_area_under_air(
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vector.offset(mypos, -32, -1, -32),
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vector.offset(mypos, 32, 1, 32),
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{ "group:solid" }
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)
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local closest = 10000
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local closest_land
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for _, v in pairs(land) do
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local dst = vector.distance(mypos, v)
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if dst < closest then
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closest = dst
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closest_land = v
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end
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end
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if closest_land then
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self:go_to_pos(closest_land)
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end
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end
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function mob_class:env_danger_movement_checks()
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-- TODO this is always true ... should it be?
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if self.order ~= "sleep" and self.move_in_group ~= false then
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self:check_herd()
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end
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--if not self:check_timer("env_danger_movement_checks", 0.1) then return end
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-- TODO: if this doesn't happen often enough mobs frequently jump into danger
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if self:should_get_out_of_water() and self.state ~= "attack" then
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self:get_out_of_water()
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elseif self:is_at_water_danger() and self.state ~= "attack" then
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if math.random(1, 10) <= 6 then
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self:set_velocity(0)
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self:set_state("stand")
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self:set_animation("stand")
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self:turn_away(8)
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end
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elseif self:is_at_cliff_or_danger() then
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self:set_velocity(0)
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self:set_state("stand")
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self:set_animation("stand")
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self:turn_away(8)
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end
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end
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function mob_class:check_jump (self_pos, moveresult)
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local max_y = nil
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-- Read the height of every colliding node in moveresult,
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-- and the node above.
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for _, item in ipairs (moveresult.collisions) do
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if item.type == "node"
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and (item.new_velocity.x ~= item.old_velocity.x
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or item.new_velocity.z ~= item.old_velocity.z) then
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local pos = item.node_pos
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local boxes = minetest.get_node_boxes ("collision_box", pos)
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if pos.y > self_pos.y then
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for _, box in ipairs (boxes) do
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max_y = math.max (max_y or 0, pos.y + box[2], pos.y + box[5])
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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 max_y and (max_y > self_pos.y)
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and (max_y - self_pos.y > self.object:get_properties ().stepheight)
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end
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-- jump if facing a solid node (not fences or gates)
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function mob_class:do_jump()
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if not self.jump
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or self.jump_height == 0
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or self.fly
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or self.swims
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or self.order == "sleep" then
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return false
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end
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self.facing_fence = false
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local pos = self.object:get_pos()
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-- what is mob standing on?
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local cbox = self.object:get_properties().collisionbox
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local nod = mcl_mobs.node_ok(vector.offset(pos, 0, cbox[2] - 0.2, 0))
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local in_water = minetest.get_item_group( mcl_mobs.node_ok(pos).name, "water") > 0
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if minetest.registered_nodes[nod.name].walkable == false and not in_water then
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return false
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end
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-- what is in front of mob?
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nod = self:node_infront_ok(pos, 0.5)
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-- this is used to detect if there's a block on top of the block in front of the mob.
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-- If there is, there is no point in jumping as we won't manage.
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local y_up = 1.5
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if in_water then
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y_up = cbox[5]
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end
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local nodTop = self:node_infront_ok(pos, y_up, "air")
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-- we don't attempt to jump if there's a stack of blocks blocking
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if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
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return false
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end
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-- thin blocks that do not need to be jumped
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if nod.name == node_snow then
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return false
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end
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local ndef = minetest.registered_nodes[nod.name]
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if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
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if
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minetest.get_item_group(nod.name, "fence") == 0
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and minetest.get_item_group(nod.name, "fence_gate") == 0
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and minetest.get_item_group(nod.name, "wall") == 0
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then
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local dir_x, dir_z = self:forward_directions()
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-- Extensive testing to get this to work ...
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local v = vector.new(dir_x, self.jump_height + 0.5 * 10, dir_z)
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if not in_water and self:can_jump_cliff() then
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v = vector.multiply(v, vector.new(2.8, 1, 2.8))
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end
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-- ensure we don't turn if we are trying to jump up something
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self.order = "jump"
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self:set_animation("jump")
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walk_log("jump at: " .. minetest.pos_to_string(self.object:get_pos()))
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self.object:set_velocity(v)
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self.object:set_acceleration(vector.new(v.x, 1, v.z))
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
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return
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end
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walk_log("move forward at: " .. minetest.pos_to_string(self.object:get_pos()))
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self.object:set_acceleration(vector.new(v.x * 5, DEFAULT_FALL_SPEED, v.z * 5))
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if self.order == "jump" then
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self.order = ""
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if self.state == "stand" then
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self:set_velocity(self.walk_velocity)
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self:set_state("walk")
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self:set_animation("walk")
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end
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end
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end, self, v)
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if self:check_timer("jump_sound_cooloff", self.jump_sound_cooloff) then
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self:mob_sound("jump")
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end
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else
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self.facing_fence = true
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end
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-- if we jumped against a block/wall 4 times then turn
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if self.object:get_velocity().x ~= 0 and self.object:get_velocity().z ~= 0 then
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self.jump_count = (self.jump_count or 0) + 1
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if self.jump_count == 4 then
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self:turn_away(8)
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self.jump_count = 0
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end
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end
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return true
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end
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self.jump_count = 0
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return false
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end
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local function in_list(list, what)
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return type(list) == "table" and table.indexof(list, what) ~= -1
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end
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function mob_class:is_object_in_view(object_list, object_range, node_range, turn_around)
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local s = self.object:get_pos()
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local min_dist = object_range + 1
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local object_pos
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for object in minetest.objects_inside_radius(s, object_range) do
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local name = ""
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if object:is_player() then
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if not (mcl_mobs.invis[ object:get_player_name() ]
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or self.owner == object:get_player_name()
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or (not self:object_in_range(object))) then
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name = "player"
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if not (name ~= self.name
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and in_list(object_list, name)) then
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local item = object:get_wielded_item()
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name = item:get_name() or ""
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end
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end
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else
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local ent = object:get_luaentity()
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if ent then
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object = ent.object
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name = ent.name or ""
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end
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end
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-- find specific mob to avoid or runaway from
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if name ~= "" and name ~= self.name
|
|
and in_list(object_list, name) then
|
|
|
|
local p = object:get_pos()
|
|
local dist = vector.distance(p, s)
|
|
|
|
-- choose closest player/mob to avoid or runaway from
|
|
if dist < min_dist
|
|
-- aim higher to make looking up hills more realistic
|
|
and self:line_of_sight(vector.offset(s, 0,1,0), vector.offset(p, 0,1,0)) == true then
|
|
min_dist = dist
|
|
object_pos = p
|
|
end
|
|
end
|
|
end
|
|
|
|
if not object_pos then
|
|
-- find specific node to avoid or runaway from
|
|
local p = minetest.find_node_near(s, node_range, object_list, true)
|
|
local dist = p and vector.distance(p, s)
|
|
if dist and dist < min_dist
|
|
and self:line_of_sight(s, p) == true then
|
|
object_pos = p
|
|
end
|
|
end
|
|
|
|
if object_pos and turn_around then
|
|
|
|
local vec = vector.subtract(object_pos, s)
|
|
local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
|
|
if object_pos.x > s.x then yaw = yaw + math.pi end
|
|
|
|
self:set_yaw(yaw, 4)
|
|
end
|
|
return object_pos ~= nil
|
|
end
|
|
|
|
-- should mob follow what I'm holding ?
|
|
function mob_class:follow_holding(clicker)
|
|
if mcl_mobs.invis[clicker:get_player_name()] then
|
|
return false
|
|
end
|
|
local item = clicker:get_wielded_item()
|
|
if in_list(self.follow, item:get_name()) then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
function mob_class:replace(pos)
|
|
if not self.replace_rate
|
|
or not self.replace_what
|
|
or self.child == true
|
|
or self.object:get_velocity().y ~= 0
|
|
or math.random(1, self.replace_rate) > 1 then
|
|
return
|
|
end
|
|
|
|
local what, with, y_offset
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
local num = math.random(#self.replace_what)
|
|
|
|
what = self.replace_what[num][1] or ""
|
|
with = self.replace_what[num][2] or ""
|
|
y_offset = self.replace_what[num][3] or 0
|
|
else
|
|
what = self.replace_what
|
|
with = self.replace_with or ""
|
|
y_offset = self.replace_offset or 0
|
|
end
|
|
|
|
pos.y = pos.y + y_offset
|
|
|
|
local node = minetest.get_node(pos)
|
|
if node.name == what then
|
|
local oldnode = {name = what, param2 = node.param2}
|
|
local newnode = {name = with, param2 = node.param2}
|
|
local on_replace_return = false
|
|
if self.on_replace then
|
|
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
|
|
end
|
|
|
|
if on_replace_return ~= false then
|
|
if mobs_griefing then
|
|
minetest.after(self.replace_delay, function()
|
|
if self and self.object and self.object:get_velocity() and self.health > 0 then
|
|
minetest.set_node(pos, newnode)
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- find someone to runaway from
|
|
function mob_class:check_runaway_from()
|
|
if not self:check_timer("check_runaway_from", 1) then return end
|
|
if (not self.runaway_from and self.state ~= "flop") or self.state == "runaway" then
|
|
return
|
|
end
|
|
if self:is_object_in_view(self.runaway_from, self.view_range, self.view_range / 2, true) then
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
self:set_animation("run")
|
|
end
|
|
end
|
|
|
|
-- follow player if owner or holding item
|
|
function mob_class:follow_player()
|
|
-- find player to follow
|
|
if
|
|
(self.follow ~= "" or self.order == "follow")
|
|
and not self.following
|
|
and self.state ~= "attack"
|
|
and self.order ~= "sit"
|
|
and self.state ~= "runaway"
|
|
then
|
|
|
|
for player in mcl_util.connected_players() do
|
|
if (self:object_in_range(player))
|
|
and not mcl_mobs.invis[ player:get_player_name() ] then
|
|
self.following = player
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.type == "npc"
|
|
and self.order == "follow"
|
|
and self.state ~= "attack"
|
|
and self.order ~= "sit"
|
|
and self.owner ~= "" then
|
|
|
|
-- npc stop following player if not owner
|
|
if self.following
|
|
and self.owner
|
|
and self.owner ~= self.following:get_player_name() then
|
|
self.following = nil
|
|
end
|
|
else
|
|
-- stop following player if not holding specific item,
|
|
-- mob is horny, fleeing or attacking
|
|
if self.following
|
|
and self.following:is_player()
|
|
and (self:follow_holding(self.following) == false or
|
|
self.horny or self.state == "runaway") then
|
|
self.following = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
local s = self.object:get_pos()
|
|
local p = self.following:get_pos()
|
|
if p then
|
|
local dist = vector.distance(p, s)
|
|
-- dont follow if out of range
|
|
if (not self:object_in_follow_range(self.following)) then
|
|
self.following = nil
|
|
else
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
self:set_yaw( yaw, 2.35)
|
|
-- anyone but standing npc's can move along
|
|
if dist > 3
|
|
and self.order ~= "stand" then
|
|
self:set_velocity(self.follow_velocity)
|
|
if self.walk_chance ~= 0 then
|
|
self:set_animation( "run")
|
|
end
|
|
else
|
|
self:set_velocity(0)
|
|
self:set_animation( "stand")
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:look_at(b)
|
|
local s=self.object:get_pos()
|
|
local v = { x = b.x - s.x, z = b.z - s.z }
|
|
local yaw = (atann(v.z / v.x) +math.pi/ 2) - self.rotate
|
|
if b.x > s.x then yaw = yaw +math.pi end
|
|
self.object:set_yaw(yaw)
|
|
end
|
|
|
|
function mob_class:go_to_pos(b)
|
|
if not self then return end
|
|
local s=self.object:get_pos()
|
|
if not b then
|
|
--self:set_state("stand")
|
|
return end
|
|
if vector.distance(b,s) < 0.5 then
|
|
--self:set_velocity(0)
|
|
return true
|
|
end
|
|
self:look_at(b)
|
|
self:set_velocity(self.walk_velocity)
|
|
self:set_animation("walk")
|
|
end
|
|
|
|
function mob_class:check_herd()
|
|
if not self:check_timer("check_herd", 6) then return end
|
|
if self:should_get_out_of_water() then return end
|
|
local pos = self.object:get_pos()
|
|
if not pos then return end
|
|
for o in minetest.objects_inside_radius(pos, self.view_range) do
|
|
local l = o:get_luaentity()
|
|
local p,y
|
|
if l and l.is_mob and l.name == self.name then
|
|
if self.horny and l.horny then
|
|
p = l.object:get_pos()
|
|
else
|
|
y = o:get_yaw()
|
|
end
|
|
if p then
|
|
self:go_to_pos(p)
|
|
elseif y then
|
|
self:set_yaw(y)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:teleport(target)
|
|
if self.do_teleport then
|
|
if self.do_teleport(self, target) == false then
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:do_states_walk()
|
|
local s = self.object:get_pos()
|
|
local lp = nil
|
|
|
|
-- is there something I need to avoid?
|
|
if (self.water_damage > 0
|
|
and self.lava_damage > 0)
|
|
or self.object:get_properties().breath_max ~= -1 then
|
|
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
|
elseif self.water_damage > 0 then
|
|
lp = minetest.find_node_near(s, 1, {"group:water"})
|
|
elseif self.lava_damage > 0 then
|
|
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
|
elseif self.fire_damage > 0 then
|
|
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
|
end
|
|
|
|
local is_in_danger = false
|
|
if lp then
|
|
-- If mob in or on dangerous block, look for land
|
|
if (self:is_node_dangerous(self.standing_in) or
|
|
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
|
is_in_danger = true
|
|
|
|
-- If mob in or on dangerous block, look for land
|
|
if is_in_danger then
|
|
-- Better way to find shore - copied from upstream
|
|
lp = minetest.find_nodes_in_area_under_air(
|
|
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
|
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
|
{"group:solid"})
|
|
|
|
lp = #lp > 0 and lp[math.random(#lp)]
|
|
|
|
-- did we find land?
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
local yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
|
if lp.x > s.x then yaw = yaw +math.pi end
|
|
|
|
-- look towards land and move in that direction
|
|
self:set_yaw(yaw, 6)
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
end
|
|
end
|
|
end
|
|
end
|
|
if not is_in_danger then
|
|
local distance = self.avoid_distance or self.view_range / 2
|
|
-- find specific node to avoid
|
|
if self:is_object_in_view(self.avoid_nodes, distance, distance, true) then
|
|
self:set_velocity(self.walk_velocity)
|
|
-- otherwise randomly turn
|
|
elseif math.random(1, 100) <= 30 then
|
|
self:turn_away(6)
|
|
end
|
|
end
|
|
-- stand for great fall or danger or fence in front
|
|
local cliff_or_danger = false
|
|
if is_in_danger then
|
|
cliff_or_danger = self:is_at_cliff_or_danger()
|
|
end
|
|
|
|
local facing_solid = false
|
|
|
|
-- No need to check if we are already going to turn
|
|
if not self.facing_fence and not cliff_or_danger then
|
|
local nod = self:node_infront_ok(vector.floor(s), 0.5)
|
|
|
|
if minetest.registered_nodes[nod.name] and minetest.registered_nodes[nod.name].walkable == true then
|
|
facing_solid = true
|
|
end
|
|
end
|
|
if self.facing_fence == true
|
|
or cliff_or_danger
|
|
or facing_solid
|
|
or math.random(1, 100) <= 30 then
|
|
|
|
self:set_velocity(0)
|
|
self:set_state("stand")
|
|
self:set_animation( "stand")
|
|
self:turn_away(4)
|
|
else
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
if self:flight_check()
|
|
and self.animation
|
|
and self.animation.fly_start
|
|
and self.animation.fly_end then
|
|
self:set_animation( "fly")
|
|
else
|
|
self:set_animation( "walk")
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:flying_actions(can_takeoff)
|
|
local s = self.object:get_pos()
|
|
local y = math.random(1, 5)
|
|
|
|
fly_log("flying_actions y = " .. y)
|
|
|
|
-- Fly downwards if too high or randomly
|
|
if s.y >= self.fly_limit or math.random() < 0.4 then
|
|
y = -y
|
|
end
|
|
|
|
if self:should_flap() then
|
|
-- in and on air
|
|
fly_log("should_flap " .. y)
|
|
self:fly_forward(y)
|
|
elseif self:flight_check() == false then
|
|
-- not in air
|
|
fly_log("flight_check failed ... swimming?")
|
|
self:fly_forward(math.abs(y))
|
|
elseif can_takeoff and math.random(1, 100) <= self.fly_chance then
|
|
if y < 0 then
|
|
y = -y
|
|
end
|
|
fly_log("taking off at " .. y)
|
|
self:fly_forward(y)
|
|
else
|
|
fly_log("walking, can_takeoff: " .. dump(can_takeoff))
|
|
self:set_velocity(self.walk_velocity)
|
|
self:set_state("walk")
|
|
self:set_animation("walk")
|
|
end
|
|
end
|
|
|
|
function mob_class:do_states_stand()
|
|
|
|
local s = self.object:get_pos()
|
|
|
|
if self.order == "sleep" then
|
|
self:set_animation("stand")
|
|
self:set_velocity(0)
|
|
self:slow_mob()
|
|
return
|
|
end
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if math.random(1, 4) == 1 then
|
|
local lp
|
|
for obj in minetest.objects_inside_radius(s, 3) do
|
|
if obj:is_player() then
|
|
lp = obj:get_pos()
|
|
break
|
|
end
|
|
end
|
|
-- look at any players nearby, otherwise turn randomly
|
|
if lp and self.look_at_players then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z,
|
|
}
|
|
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
|
if lp.x > s.x then
|
|
yaw = yaw + math.pi
|
|
end
|
|
else
|
|
yaw = yaw + mcl_util.float_random(-YAW_RAD, YAW_RAD)
|
|
end
|
|
self:set_yaw(yaw, 8)
|
|
--[[ else
|
|
if not self.facing_fence then
|
|
local nod = self:node_infront_ok(vector.floor(s), 0.5)
|
|
if minetest.registered_nodes[nod.name] and minetest.registered_nodes[nod.name].walkable == true then
|
|
yaw = yaw + YAW_RAD
|
|
self:set_yaw( yaw, .1)
|
|
end
|
|
end]]
|
|
end
|
|
if self.order == "sit" then
|
|
self:set_animation("sit")
|
|
self:set_velocity(0)
|
|
self:slow_mob()
|
|
else
|
|
self:set_animation("stand")
|
|
self:set_velocity(0)
|
|
self:slow_mob()
|
|
end
|
|
|
|
--walk_log("stand in " .. self.standing_in .. ", on " .. self.standing_on)
|
|
if self.order == "stand" or self.order == "work" or self.order == "sleep" then
|
|
self:set_state("stand")
|
|
self:set_animation("stand")
|
|
else
|
|
if
|
|
self.walk_chance ~= 0
|
|
and self.facing_fence ~= true
|
|
and math.random(1, 100) <= self.walk_chance
|
|
and self:is_at_cliff_or_danger() == false
|
|
then
|
|
|
|
if self.fly then
|
|
fly_log("walk or fly, is_at_cliff_or_danger: " .. dump(self:is_at_cliff_or_danger()))
|
|
self:flying_actions(true)
|
|
elseif self.swims then
|
|
self:swim_or_jump()
|
|
else
|
|
self:set_velocity(self.walk_velocity)
|
|
self:set_state("walk")
|
|
self:set_animation("walk")
|
|
end
|
|
else
|
|
if self.swims then
|
|
self:swim_or_jump()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:fly_forward(y)
|
|
-- let's be a bit random for flying
|
|
local target_velocity = math.random(self.fly_velocity / 2, self.fly_velocity)
|
|
self:set_velocity(target_velocity)
|
|
fly_log("flying, y: " .. y .. ", target_velocity: " .. target_velocity)
|
|
|
|
local dir_x, dir_z = self:forward_directions()
|
|
self.object:set_velocity(vector.new(dir_x, y, dir_z))
|
|
self.object:set_acceleration(vector.new(dir_x, y, dir_z))
|
|
|
|
self:set_animation(self:fly_or_walk_anim())
|
|
self:set_state("fly")
|
|
end
|
|
|
|
function mob_class:do_states_fly()
|
|
local s = self.object:get_pos()
|
|
|
|
local is_in_danger = (self:is_node_dangerous(self.standing_in) or self:is_node_dangerous(self.standing_on))
|
|
|
|
if not is_in_danger then
|
|
local distance = self.avoid_distance or self.view_range / 2
|
|
-- find specific node to avoid
|
|
if self:is_object_in_view(self.avoid_nodes, distance, distance, true) then
|
|
self:set_velocity(self.walk_velocity)
|
|
-- otherwise randomly turn
|
|
elseif math.random(1, 100) <= 30 then
|
|
self:turn_away(1)
|
|
end
|
|
end
|
|
|
|
local facing_solid = false
|
|
|
|
-- No need to check if we are already going to turn
|
|
if not self.facing_fence then
|
|
local nod = self:node_infront_ok(vector.floor(s), 0.5)
|
|
|
|
if minetest.registered_nodes[nod.name] and minetest.registered_nodes[nod.name].walkable == true then
|
|
facing_solid = true
|
|
end
|
|
end
|
|
|
|
fly_log("flying in " .. self.standing_in .. ", on " .. self.standing_on)
|
|
|
|
if self.facing_fence == true or facing_solid or math.random(1, 100) <= 30 then
|
|
|
|
self:turn_away(2)
|
|
|
|
if self:should_flap() then
|
|
fly_log("flapping?")
|
|
self:slow_mob()
|
|
self:set_animation("walk")
|
|
else
|
|
self:set_velocity(0)
|
|
self:set_state("stand")
|
|
self:set_animation("stand")
|
|
self:slow_mob()
|
|
fly_log("standing or floating?")
|
|
end
|
|
else
|
|
self:flying_actions()
|
|
end
|
|
end
|
|
|
|
function mob_class:go_to_water()
|
|
local mypos = self.object:get_pos()
|
|
local water = minetest.find_nodes_in_area_under_air(
|
|
vector.offset(mypos, -24, -8, -24),
|
|
vector.offset(mypos, 24, 8, 24),
|
|
{ "group:water" }
|
|
)
|
|
|
|
local closest = 10000
|
|
local closest_water
|
|
|
|
for _, v in pairs(water) do
|
|
local dst = vector.distance(mypos, v)
|
|
if dst < closest then
|
|
closest = dst
|
|
closest_water = v
|
|
end
|
|
end
|
|
|
|
-- TODO should flop in direction of water rather than swimming
|
|
-- ... unless an axolotl?
|
|
if closest_water then
|
|
self:set_velocity(self.walk_velocity)
|
|
self:go_to_pos(closest_water)
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function mob_class:swim_forward(y)
|
|
local target_velocity = math.random(self.walk_velocity, self.swim_velocity)
|
|
swim_log("swim_forward y: " .. y .. ", target_velocity " .. target_velocity)
|
|
|
|
self:set_velocity(target_velocity)
|
|
local dir_x, dir_z = self:forward_directions()
|
|
self.object:set_acceleration(vector.new(dir_x, y, dir_z))
|
|
self.object:set_velocity(vector.new(dir_x, y, dir_z))
|
|
self:set_state("swim")
|
|
self:set_animation(self:swim_or_walk_anim())
|
|
end
|
|
|
|
function mob_class:swim_or_jump()
|
|
|
|
swim_log(
|
|
"swim_or_jump "
|
|
.. self.name
|
|
.. ", head: "
|
|
.. self.head_in
|
|
.. ", in: "
|
|
.. self.standing_in
|
|
.. ", self.breath: "
|
|
.. self.breath
|
|
)
|
|
|
|
if self.breathes_in_water == false and self.head_in == "air" then
|
|
-- one breath back to max, just like a ral dolphin ^_^
|
|
-- TODO some effect for this? Thar she blows!
|
|
self.breath = self.object:get_properties().breath_max
|
|
end
|
|
|
|
-- TODO handle jumping out of water. e.g. Dolphin
|
|
if self:swim_check() then
|
|
swim_log("swim_check OK")
|
|
local s = self.object:get_pos()
|
|
local y = math.random(6, 15) / 10
|
|
|
|
-- TODO maybe this should be a setting to allow different swimmers to act differently?
|
|
-- e.g. some might swim closer to the surface more often than others...
|
|
if math.random() < 0.3 then
|
|
swim_log("swim_or_jump random")
|
|
y = -y
|
|
elseif
|
|
not self:swim_check(vector.offset(s, 0, 1, 0))
|
|
or (self.object:get_properties().breath_max == -1 and not self:swim_check(vector.offset(s, 0, 2, 0)))
|
|
then
|
|
swim_log("don't swim up")
|
|
y = -y
|
|
end
|
|
|
|
self:swim_forward(y)
|
|
else
|
|
local def = minetest.registered_nodes[self.standing_on]
|
|
|
|
-- not in water
|
|
swim_log("swim_or_jump swim_check failed, falling?\n" .. dump(def))
|
|
|
|
-- to fall or to flop, that is the question ...
|
|
if def.drawtype == "airlike" then
|
|
-- fall
|
|
swim_log("swim_or_jump falling in air!")
|
|
local a = self.object:get_acceleration()
|
|
self.object:set_acceleration(vector.new(a.x * 0.8, self.fall_speed, a.z * 0.8))
|
|
local dir_x, dir_z = self:forward_directions()
|
|
self.object:set_velocity(vector.new(dir_x, -1, dir_z))
|
|
self:set_animation("walk")
|
|
self:set_state("swim")
|
|
elseif def.drawtype == "liquid" then
|
|
-- fall
|
|
swim_log("swim_or_jump falling in to water!")
|
|
--self.object:set_acceleration({ x = 0, y = -1.5, z = 0 })
|
|
self.object:set_acceleration({ x = 0, y = DEFAULT_FALL_SPEED, z = 0 })
|
|
--local dir_x, dir_z = self:forward_directions()
|
|
self:slow_mob()
|
|
--self.object:set_velocity(vector.new(dir_x, -1, dir_z))
|
|
self:set_animation("walk")
|
|
self:set_state("swim")
|
|
else
|
|
swim_log("swim_or_jump go_to_water?")
|
|
|
|
if not self:go_to_water() then
|
|
--flop
|
|
swim_log("swim_or_jump flopping?")
|
|
self:set_state("flop")
|
|
self.object:set_acceleration({ x = 0, y = DEFAULT_FALL_SPEED, z = 0 })
|
|
|
|
local p = self.object:get_pos()
|
|
local cbox = self.object:get_properties().collisionbox
|
|
local sdef = minetest.registered_nodes[mcl_mobs.node_ok(vector.add(p, vector.new(0, cbox[2] - 0.2, 0))).name]
|
|
-- Flop on ground
|
|
if sdef and sdef.walkable then
|
|
if self.object:get_velocity().y < 0.1 then
|
|
self:mob_sound("flop")
|
|
self.object:set_velocity({
|
|
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
y = FLOP_HEIGHT,
|
|
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
})
|
|
end
|
|
end
|
|
|
|
self:set_animation("stand", true)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:turn_away(delay)
|
|
walk_log(self.order .. ", " .. debug.traceback())
|
|
if not self:check_timer("turn_away", 0.3) then
|
|
return
|
|
end
|
|
if self.order == "jump" or self._jumping_cliff then
|
|
return
|
|
end
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
local turn = mcl_util.float_random(YAW_RAD / 2, YAW_RAD)
|
|
if math.random() < 0.5 then
|
|
turn = -turn
|
|
end
|
|
|
|
delay = delay or 1
|
|
|
|
yaw = yaw + turn
|
|
self:set_yaw(yaw, delay)
|
|
end
|
|
|
|
function mob_class:do_states_swim()
|
|
local s = self.object:get_pos()
|
|
|
|
local distance = self.avoid_distance or self.view_range / 2
|
|
-- find specific node to avoid
|
|
if self:is_object_in_view(self.avoid_nodes, distance, distance, true) then
|
|
self:set_velocity(self.walk_velocity)
|
|
-- otherwise randomly turn
|
|
elseif math.random(1, 100) <= 30 then
|
|
self:turn_away(3)
|
|
end
|
|
|
|
local facing_solid = false
|
|
|
|
-- No need to check if we are already going to turn
|
|
if not self.facing_fence then
|
|
local nod = self:node_infront_ok(vector.floor(s), 0)
|
|
if minetest.registered_nodes[nod.name] and minetest.registered_nodes[nod.name].walkable == true then
|
|
facing_solid = true
|
|
end
|
|
end
|
|
|
|
swim_log(
|
|
"swimming in " .. self.standing_in .. ", on " .. self.standing_on .. ", facing_solid: " .. dump(facing_solid)
|
|
)
|
|
|
|
-- TODO do something here to slow swimmwers down as they approach the water's edge
|
|
if self.facing_fence == true or facing_solid or math.random(1, 100) <= 30 then
|
|
self:set_state("stand")
|
|
self:turn_away(3)
|
|
self:slow_mob()
|
|
if self.object:get_velocity().y < 0.1 then
|
|
self:set_animation("stand")
|
|
else
|
|
self:set_animation("walk")
|
|
end
|
|
end
|
|
|
|
self:swim_or_jump()
|
|
end
|
|
|
|
function mob_class:do_states_runaway()
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
if self.runaway_timer > 5 or self:is_at_cliff_or_danger() then
|
|
self.runaway_timer = 0
|
|
self:set_velocity(0)
|
|
self:set_state("stand")
|
|
self:set_animation("stand")
|
|
self:turn_away(2)
|
|
else
|
|
self:set_velocity(self.run_velocity)
|
|
self:set_animation("run")
|
|
end
|
|
end
|
|
|
|
function mob_class:check_smooth_rotation(dtime)
|
|
-- smooth rotation by ThomasMonroe314
|
|
if self._turn_to and self.order ~= "sleep" then
|
|
self:set_yaw( self._turn_to, .1)
|
|
end
|
|
if self.delay and self.delay > 0 then
|
|
local yaw = self.object:get_yaw() or 0
|
|
if self.delay == 1 then
|
|
yaw = self.target_yaw
|
|
else
|
|
local dif = math.abs(yaw - self.target_yaw)
|
|
if yaw > self.target_yaw then
|
|
if dif > math.pi then
|
|
dif = 2 * math.pi - dif -- need to add
|
|
yaw = yaw + dif / self.delay
|
|
else
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
end
|
|
elseif yaw < self.target_yaw then
|
|
if dif >math.pi then
|
|
dif = 2 * math.pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (math.pi * 2) end
|
|
end
|
|
self.delay = self.delay - 1
|
|
if self.shaking then
|
|
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
|
end
|
|
self.object:set_yaw(yaw)
|
|
end
|
|
-- end rotation
|
|
end
|
|
|
|
--this is a generic climb function
|
|
function mob_class:climb()
|
|
local current_velocity = self.object:get_velocity()
|
|
local goal_velocity = {x=0, y=3, z=0}
|
|
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
|
|
new_velocity_addition.x = 0
|
|
new_velocity_addition.z = 0
|
|
|
|
--smooths out mobs a bit
|
|
if vector.length(new_velocity_addition) >= 0.0001 then
|
|
self.object:add_velocity(new_velocity_addition)
|
|
end
|
|
end
|