1303 lines
34 KiB
Lua

local mob_class = mcl_mobs.mob_class
local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
--- how many radians to really turn away from a wall or cliff?
local YAW_RAD = 1.8
local node_snow = "mcl_core:snow"
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
-- TODO delete logging functions and all uses of them before MR
local log_flying = false
local log_swimming = false
local log_walking = false
local function walk_log(msg)
if log_walking then
minetest.log("walk_log: " .. msg)
end
end
local function fly_log(msg)
if log_flying then
minetest.log("fly_log: " .. msg)
end
end
local function swim_log(msg)
if log_swimming then
minetest.log("swim_log: " .. msg)
end
end
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
-- Returns true is node can deal damage to self
function mob_class:is_node_dangerous(nodename)
local nn = nodename
if self.lava_damage > 0 then
if minetest.get_item_group(nn, "lava") ~= 0 then
return true
end
end
if self.fire_damage > 0 then
if minetest.get_item_group(nn, "fire") ~= 0 then
return true
end
end
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then
return true
end
return false
end
-- Returns true if node is a water hazard to this mob
function mob_class:is_node_waterhazard(nodename)
if self.swims or self.breathes_in_water or self.object:get_properties().breath_max == -1 then
return false
end
if self.water_damage > 0 then
if minetest.get_item_group(nodename, "water") ~= 0 then
return true
end
end
if
minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].drowning
and minetest.registered_nodes[nodename].drowning > 0
and minetest.get_item_group(nodename, "water") ~= 0
then
return true
end
return false
end
function mob_class:target_visible(origin, target)
if not origin then return end
if not target and self.attack then
target = self.attack
end
if not target then return end
local target_pos = target:get_pos()
if not target_pos then return end
local origin_eye_pos = vector.offset(origin, 0, self.head_eye_height, 0)
local targ_head_height, targ_feet_height
local cbox = self.object:get_properties().collisionbox
if target:is_player() then
targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
else
targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
targ_feet_height = vector.offset(target_pos, 0, cbox[2], 0)
end
if minetest.line_of_sight(origin_eye_pos, targ_head_height) then
return true
end
if minetest.line_of_sight(origin_eye_pos, targ_feet_height) then
return true
end
-- TODO mid way between feet and head
return false
end
-- check line of sight (BrunoMine)
function mob_class:line_of_sight(pos1, pos2, stepsize)
stepsize = stepsize or 1
local s, _ = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s then return true end
-- New pos1 to be analyzed
local npos1 = vector.copy(pos1)
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
if r == true then return true end
local nn = minetest.get_node(pos).name
local td = vector.distance(pos1, pos2)
local ad = 0
-- It continues to advance in the line of sight in search of a real
-- obstruction which counts as 'normal' nodebox.
while minetest.registered_nodes[nn]
and minetest.registered_nodes[nn].walkable == false do
-- Check if you can still move forward
if td < ad + stepsize then
return true -- Reached the target
end
-- Moves the analyzed pos
local d = vector.distance(pos1, pos2)
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
-- NaN checks
if d == 0
or npos1.x ~= npos1.x
or npos1.y ~= npos1.y
or npos1.z ~= npos1.z then
return false
end
ad = ad + stepsize
-- scan again
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
if r == true then return true end
-- New Nodename found
nn = minetest.get_node(pos).name
end
return false
end
function mob_class:can_jump_cliff()
local pos = self.object:get_pos()
--is there nothing under the block in front? if so jump the gap.
local dir_x, dir_z = self:forward_directions()
local pos_low = vector.offset(pos, dir_x, -0.5, dir_z)
local pos_far = vector.offset(pos, dir_x * 2, -0.5, dir_z * 2)
local pos_far2 = vector.offset(pos, dir_x * 3, -0.5, dir_z * 3)
local nodLow = mcl_mobs.node_ok(pos_low, "air")
local nodFar = mcl_mobs.node_ok(pos_far, "air")
local nodFar2 = mcl_mobs.node_ok(pos_far2, "air")
if minetest.registered_nodes[nodLow.name]
and minetest.registered_nodes[nodLow.name].walkable ~= true
and (minetest.registered_nodes[nodFar.name]
and minetest.registered_nodes[nodFar.name].walkable == true
or minetest.registered_nodes[nodFar2.name]
and minetest.registered_nodes[nodFar2.name].walkable == true)
then
--disable fear heigh while we make our jump
self._jumping_cliff = true
minetest.after(1, function()
if self and self.object then
self._jumping_cliff = false
end
end)
return true
else
return false
end
end
-- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger()
if self.fear_height == 0 or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false
end
local cbox = self.object:get_properties().collisionbox
local dir_x, dir_z = self:forward_directions()
local pos = self.object:get_pos()
local free_fall, blocker = minetest.line_of_sight(
vector.offset(pos, dir_x, cbox[2], dir_z),
vector.offset(pos, dir_x, -self.fear_height, dir_z))
if free_fall then
return true
else
local bnode = minetest.get_node(blocker)
local danger = self:is_node_dangerous(bnode.name)
if danger then
return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end
end
return false
end
function mob_class:is_at_water_danger()
if self._jumping_cliff or self.swims or self.fly or self.object:get_properties().breath_max == -1 then
return false
end
local cbox = self.object:get_properties().collisionbox
local pos = self.object:get_pos()
local infront = self:node_infront_ok(pos, -1)
local height = cbox[5] - cbox[2]
if self:is_node_waterhazard(infront.name) then
-- if short then mob can drown in a single node
if height <= 1.0 then
return true
else
-- else it's only dangerous if two nodes deep
local below_infront = self:node_infront_ok(pos, -2)
if self:is_node_waterhazard(below_infront.name) then
return true
end
end
end
return false
end
function mob_class:should_get_out_of_water()
if self.breathes_in_water or self.object:get_properties().breath_max == -1 or self.swims then
return false
end
-- water two nodes deep or head is sumbmerged
if
(
minetest.registered_nodes[self.standing_in]
and minetest.registered_nodes[self.standing_in].drowning
and minetest.registered_nodes[self.standing_in].drowning > 0
and minetest.registered_nodes[self.standing_on]
and minetest.registered_nodes[self.standing_on].drowning
and minetest.registered_nodes[self.standing_on].drowning > 0
)
or (
minetest.registered_nodes[self.head_in]
and minetest.registered_nodes[self.head_in].drowning
and minetest.registered_nodes[self.head_in].drowning > 0
)
then
return true
end
return false
end
function mob_class:get_out_of_water()
local mypos = self.object:get_pos()
local land = minetest.find_nodes_in_area_under_air(
vector.offset(mypos, -32, -1, -32),
vector.offset(mypos, 32, 1, 32),
{ "group:solid" }
)
local closest = 10000
local closest_land
for _, v in pairs(land) do
local dst = vector.distance(mypos, v)
if dst < closest then
closest = dst
closest_land = v
end
end
if closest_land then
self:go_to_pos(closest_land)
end
end
function mob_class:env_danger_movement_checks()
-- TODO this is always true ... should it be?
if self.order ~= "sleep" and self.move_in_group ~= false then
self:check_herd()
end
--if not self:check_timer("env_danger_movement_checks", 0.1) then return end
-- TODO: if this doesn't happen often enough mobs frequently jump into danger
if self:should_get_out_of_water() and self.state ~= "attack" then
self:get_out_of_water()
elseif self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self:set_state("stand")
self:set_animation("stand")
self:turn_away(8)
end
elseif self:is_at_cliff_or_danger() then
self:set_velocity(0)
self:set_state("stand")
self:set_animation("stand")
self:turn_away(8)
end
end
function mob_class:check_jump (self_pos, moveresult)
local max_y = nil
-- Read the height of every colliding node in moveresult,
-- and the node above.
for _, item in ipairs (moveresult.collisions) do
if item.type == "node"
and (item.new_velocity.x ~= item.old_velocity.x
or item.new_velocity.z ~= item.old_velocity.z) then
local pos = item.node_pos
local boxes = minetest.get_node_boxes ("collision_box", pos)
if pos.y > self_pos.y then
for _, box in ipairs (boxes) do
max_y = math.max (max_y or 0, pos.y + box[2], pos.y + box[5])
end
end
end
end
return max_y and (max_y > self_pos.y)
and (max_y - self_pos.y > self.object:get_properties ().stepheight)
end
-- jump if facing a solid node (not fences or gates)
function mob_class:do_jump()
if not self.jump
or self.jump_height == 0
or self.fly
or self.swims
or self.order == "sleep" then
return false
end
self.facing_fence = false
local pos = self.object:get_pos()
-- what is mob standing on?
local cbox = self.object:get_properties().collisionbox
local nod = mcl_mobs.node_ok(vector.offset(pos, 0, cbox[2] - 0.2, 0))
local in_water = minetest.get_item_group( mcl_mobs.node_ok(pos).name, "water") > 0
if minetest.registered_nodes[nod.name].walkable == false and not in_water then
return false
end
-- what is in front of mob?
nod = self:node_infront_ok(pos, 0.5)
-- this is used to detect if there's a block on top of the block in front of the mob.
-- If there is, there is no point in jumping as we won't manage.
local y_up = 1.5
if in_water then
y_up = cbox[5]
end
local nodTop = self:node_infront_ok(pos, y_up, "air")
-- we don't attempt to jump if there's a stack of blocks blocking
if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
return false
end
-- thin blocks that do not need to be jumped
if nod.name == node_snow then
return false
end
local ndef = minetest.registered_nodes[nod.name]
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
if
minetest.get_item_group(nod.name, "fence") == 0
and minetest.get_item_group(nod.name, "fence_gate") == 0
and minetest.get_item_group(nod.name, "wall") == 0
then
local dir_x, dir_z = self:forward_directions()
-- Extensive testing to get this to work ...
local v = vector.new(dir_x, self.jump_height + 0.5 * 10, dir_z)
if not in_water and self:can_jump_cliff() then
v = vector.multiply(v, vector.new(2.8, 1, 2.8))
end
-- ensure we don't turn if we are trying to jump up something
self.order = "jump"
self:set_animation("jump")
walk_log("jump at: " .. minetest.pos_to_string(self.object:get_pos()))
self.object:set_velocity(v)
self.object:set_acceleration(vector.new(v.x, 1, v.z))
-- when in air move forward
minetest.after(0.3, function(self, v)
if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
return
end
walk_log("move forward at: " .. minetest.pos_to_string(self.object:get_pos()))
self.object:set_acceleration(vector.new(v.x * 5, DEFAULT_FALL_SPEED, v.z * 5))
if self.order == "jump" then
self.order = ""
if self.state == "stand" then
self:set_velocity(self.walk_velocity)
self:set_state("walk")
self:set_animation("walk")
end
end
end, self, v)
if self:check_timer("jump_sound_cooloff", self.jump_sound_cooloff) then
self:mob_sound("jump")
end
else
self.facing_fence = true
end
-- if we jumped against a block/wall 4 times then turn
if self.object:get_velocity().x ~= 0 and self.object:get_velocity().z ~= 0 then
self.jump_count = (self.jump_count or 0) + 1
if self.jump_count == 4 then
self:turn_away(8)
self.jump_count = 0
end
end
return true
end
self.jump_count = 0
return false
end
local function in_list(list, what)
return type(list) == "table" and table.indexof(list, what) ~= -1
end
function mob_class:is_object_in_view(object_list, object_range, node_range, turn_around)
local s = self.object:get_pos()
local min_dist = object_range + 1
local object_pos
for object in minetest.objects_inside_radius(s, object_range) do
local name = ""
if object:is_player() then
if not (mcl_mobs.invis[ object:get_player_name() ]
or self.owner == object:get_player_name()
or (not self:object_in_range(object))) then
name = "player"
if not (name ~= self.name
and in_list(object_list, name)) then
local item = object:get_wielded_item()
name = item:get_name() or ""
end
end
else
local ent = object:get_luaentity()
if ent then
object = ent.object
name = ent.name or ""
end
end
-- find specific mob to avoid or runaway from
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