adjust line lenght to 80 char limit

This commit is contained in:
sapier 2013-01-31 19:52:27 +00:00
parent f0162622c8
commit e1e2b2f925

View File

@ -94,14 +94,13 @@ end
-------------------------------------------------------------------------------
function movement_gen.callback(entity)
if entity == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: called movement gen without entity!")
return
end
mobf_assert_backtrace(entity ~= nil)
if entity.dynamic_data == nil or
entity.dynamic_data.movement == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: >" ..entity.data.name .. "< removed=" .. dump(entity.removed) .. " entity=" .. tostring(entity) .. " probab movement callback")
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: >" ..entity.data.name ..
"< removed=" .. dump(entity.removed) .. " entity=" ..
tostring(entity) .. " probab movement callback")
return
end
@ -128,8 +127,10 @@ function movement_gen.callback(entity)
-- --
---------------------------------------------------------------------------
---------------------------------------------------------------------------
dbg_mobf.pmovement_lvl1("MOBF: position check for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
movement_state.default_y_accel = environment.get_default_gravity(movement_state.basepos,
dbg_mobf.pmovement_lvl1("MOBF: position check for mob ".. entity.data.name ..
" "..printpos(movement_state.basepos))
movement_state.default_y_accel =
environment.get_default_gravity(movement_state.basepos,
entity.environment.media,
entity.data.movement.canfly)
mobf_assert_backtrace(movement_state.default_y_accel ~= nil)
@ -147,9 +148,10 @@ function movement_gen.callback(entity)
--read additional information required for further processing
movement_state.current_acceleration = entity.object:getacceleration()
if movement_state.changed then
minetest.log(LOGLEVEL_WARNING,"MOBF:position got fixed ".. entity.data.name)
minetest.log(LOGLEVEL_WARNING,
"MOBF:position got fixed ".. entity.data.name)
end
---------------------------------------------------------------------------
@ -159,7 +161,8 @@ function movement_gen.callback(entity)
-- --
---------------------------------------------------------------------------
---------------------------------------------------------------------------
dbg_mobf.pmovement_lvl1("MOBF: movement hard limits check for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
dbg_mobf.pmovement_lvl1("MOBF: movement hard limits check for mob "..
entity.data.name .. " "..printpos(movement_state.basepos))
movement_gen.fix_runaway(entity,movement_state)
movement_gen.fix_to_slow(entity,movement_state)
@ -172,25 +175,30 @@ function movement_gen.callback(entity)
-- --
---------------------------------------------------------------------------
---------------------------------------------------------------------------
dbg_mobf.pmovement_lvl1("MOBF: movement check for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
dbg_mobf.pmovement_lvl1("MOBF: movement check for mob ".. entity.data.name
.. " "..printpos(movement_state.basepos))
--skip if movement already got changed
if movement_state.changed == false then
--predict next block mob will be
local pos_predicted = movement_generic.predict_next_block( movement_state.basepos,
movement_state.current_velocity,
movement_state.current_acceleration)
local pos_predicted =
movement_generic.predict_next_block( movement_state.basepos,
movement_state.current_velocity,
movement_state.current_acceleration)
local pos_predicted_state = environment.pos_is_ok(pos_predicted,entity)
dbg_mobf.pmovement_lvl3("MOBF: Pos predicted state ".. entity.data.name .. ": " .. pos_predicted_state)
dbg_mobf.pmovement_lvl3("MOBF: Pos predicted state ".. entity.data.name
.. ": " .. pos_predicted_state)
-- Y-Movement
if movement_state.changed == false then
height_level_control.precheck_movement(entity,movement_state,pos_predicted,pos_predicted_state)
height_level_control.precheck_movement(entity,movement_state,
pos_predicted,pos_predicted_state)
end
-- X/Z-Movement
if movement_state.changed == false then
direction_control.precheck_movement(entity,movement_state,pos_predicted,pos_predicted_state)
direction_control.precheck_movement(entity,movement_state,
pos_predicted,pos_predicted_state)
end
end
@ -204,7 +212,8 @@ function movement_gen.callback(entity)
-- --
---------------------------------------------------------------------------
---------------------------------------------------------------------------
dbg_mobf.pmovement_lvl1("MOBF: randomized movement for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
dbg_mobf.pmovement_lvl1("MOBF: randomized movement for mob "..
entity.data.name .. " "..printpos(movement_state.basepos))
--do randomized changes if not fighting
height_level_control.random_movement_handler(entity,movement_state)
@ -242,7 +251,8 @@ function movement_gen.apply_movement_changes(entity,movement_state)
y=movement_state.default_y_accel,
z=0}
entity.object:setvelocity({x=0,y=0,z=0})
minetest.log(LOGLEVEL_ERROR,"MOBF BUG!!!! set accel requested but no accel given!")
minetest.log(LOGLEVEL_ERROR,
"MOBF BUG!!!! set accel requested but no accel given!")
end
--check if gravity is set
@ -257,11 +267,13 @@ function movement_gen.apply_movement_changes(entity,movement_state)
movement_state.accel_to_set.y = movement_state.default_y_accel
if movement_state.default_y_accel == 0 then
minetest.log(LOGLEVEL_ERROR,"MOBF BUG!!! " .. entity.data.name .. " mob that can't fly has acceleration 0!")
minetest.log(LOGLEVEL_ERROR,"MOBF BUG!!! " .. entity.data.name
.. " mob that can't fly has acceleration 0!")
end
end
dbg_mobf.pmovement_lvl1("MOBF: setting acceleration to " ..printpos(movement_state.accel_to_set) )
dbg_mobf.pmovement_lvl1("MOBF: setting acceleration to "
..printpos(movement_state.accel_to_set))
entity.dynamic_data.movement.acceleration = movement_state.accel_to_set
entity.object:setacceleration(movement_state.accel_to_set)
end
@ -314,15 +326,17 @@ end
function movement_gen.fix_runaway(entity,movement_state)
--avoid mobs racing away
local xzspeed = math.sqrt(math.pow(movement_state.current_velocity.x,2)+
math.pow(movement_state.current_velocity.z,2))
dbg_mobf.pmovement_lvl3("MOBF: checkrunaway x=" .. movement_state.current_velocity.x ..
" z=" ..movement_state.current_velocity.z ..
" xz=" .. xzspeed ..
" maximum=" .. entity.data.movement.max_speed)
math.pow(movement_state.current_velocity.z,2))
dbg_mobf.pmovement_lvl3("MOBF: checkrunaway x=" ..
movement_state.current_velocity.x ..
" z=" ..movement_state.current_velocity.z ..
" xz=" .. xzspeed ..
" maximum=" .. entity.data.movement.max_speed)
if xzspeed > entity.data.movement.max_speed then
dbg_mobf.pmovement_lvl3("MOBF: too fast! vxz=" .. xzspeed)
dbg_mobf.pmovement_lvl3("MOBF: current acceleration:" .. printpos(movement_state.current_acceleration))
dbg_mobf.pmovement_lvl3("MOBF: current acceleration:" ..
printpos(movement_state.current_acceleration))
local newaccel = {x=0,y=movement_state.current_acceleration.y,z=0}
--calculate sign of acceleration
@ -344,9 +358,11 @@ function movement_gen.fix_runaway(entity,movement_state)
if movement_state.current_velocity.x > 0 and
movement_state.current_velocity.z > 0 then
newaccel.x = newaccel.x * movement_state.current_velocity.x /
(movement_state.current_velocity.x+movement_state.current_velocity.z)
(movement_state.current_velocity.x+
movement_state.current_velocity.z)
newaccel.z = newaccel.z * movement_state.current_velocity.z /
(movement_state.current_velocity.x+movement_state.current_velocity.z)
(movement_state.current_velocity.x+
movement_state.current_velocity.z)
end
dbg_mobf.pmovement_lvl3("MOBF: fixed acceleration:" .. printpos(newaccel))
@ -370,10 +386,11 @@ function movement_gen.fix_to_slow(entity,movement_state)
local xzspeed = math.sqrt(math.pow(movement_state.current_velocity.x,2) +
math.pow(movement_state.current_velocity.z,2) )
dbg_mobf.pmovement_lvl3("MOBF: checktoslow x=" .. movement_state.current_velocity.x ..
" z=" ..movement_state.current_velocity.z ..
" xz=" .. xzspeed ..
" minimum=" .. dump(entity.data.movement.min_speed))
dbg_mobf.pmovement_lvl3("MOBF: checktoslow x=" ..
movement_state.current_velocity.x ..
" z=" ..movement_state.current_velocity.z ..
" xz=" .. xzspeed ..
" minimum=" .. dump(entity.data.movement.min_speed))
--this ain't perfect to avoid flying mobs standing in air
--but it's a quick solution to fix most of the problems
@ -395,7 +412,9 @@ end
--
--! @param entity to fix position
--! @param movement_state movement state of mob
--! @return { speed_to_set = {x,y,z}, speed_changed = true/false, force_speed_change = true/false }
--! @return { speed_to_set = {x,y,z},
--! speed_changed = true/false,
--! force_speed_change = true/false }
-------------------------------------------------------------------------------
function movement_gen.fix_current_pos(entity,movement_state)
@ -403,7 +422,8 @@ function movement_gen.fix_current_pos(entity,movement_state)
local current_state = environment.pos_is_ok(movement_state.basepos,entity)
local handled = false
dbg_mobf.pmovement_lvl3("MOBF: current state ".. entity.data.name .. ": " .. current_state)
dbg_mobf.pmovement_lvl3("MOBF: current state "..
entity.data.name .. ": " .. current_state)
movement_state.accel_to_set = { x=0,
y=movement_state.default_y_accel,
@ -424,26 +444,32 @@ function movement_gen.fix_current_pos(entity,movement_state)
current_state ~= "possible_surface" and
current_state ~= "below_limit" and
current_state ~= "above_limit" then
dbg_mobf.movement_lvl1("MOBF: BUG !!! somehow your mob managed to get where it shouldn't be, trying to fix")
dbg_mobf.movement_lvl1("MOBF: BUG !!! somehow your mob managed to get"
.." where it shouldn't be, trying to fix")
--stop mob from moving at all
entity.object:setacceleration({x=0,y=movement_state.default_y_accel,z=0})
movement_state.force_change = true
--mob is currently in whater try to find a suitable position 1 level above current level
--mob is currently in water,
--try to find a suitable position 1 level above current level
if current_state == "in_water" or
current_state == "above_water" then
local targetpos = nil
--if we don't have an old pos or old pos is to far away try to finde another good pos around
--if we don't have an old pos or old pos is to far away
--try to finde another good pos around
if entity.dynamic_data.movement.last_pos_in_env == nil or
entity.dynamic_data.movement.last_pos_in_env.y > movement_state.centerpos.y + 2 then
targetpos = environment.get_suitable_pos_same_level({x=movement_state.basepos.x,
y=movement_state.basepos.y+1,
z=movement_state.basepos.z},
1,
entity)
entity.dynamic_data.movement.last_pos_in_env.y >
movement_state.centerpos.y + 2 then
targetpos =
environment.get_suitable_pos_same_level({
x=movement_state.basepos.x,
y=movement_state.basepos.y+1,
z=movement_state.basepos.z},
1,
entity)
if targetpos ~= nil then
targetpos.y = targetpos.y - entity.collisionbox[2]
end
@ -452,7 +478,10 @@ function movement_gen.fix_current_pos(entity,movement_state)
end
if targetpos ~= nil then
mobf_bug_warning(LOGLEVEL_INFO,"MOBF: BUG !!! didn't find a way out of water, for mob at: " .. printpos(movement_state.basepos) .. " using last known good position")
mobf_bug_warning(LOGLEVEL_INFO,"MOBF: BUG !!! didn't find a way"
.. " out of water, for mob at: " ..
printpos(movement_state.basepos) ..
" using last known good position")
if targetpos == nil then
targetpos = entity.dynamic_data.movement.last_pos_in_env
@ -460,7 +489,8 @@ function movement_gen.fix_current_pos(entity,movement_state)
targetpos.y = targetpos.y+1 --TODO use collision box
end
minetest.log(LOGLEVEL_WARNING,"MOBF: Your mob " .. tostring(entity) .. " dropt into water moving to "..
minetest.log(LOGLEVEL_WARNING,"MOBF: Your mob " ..
tostring(entity) .. " dropt into water moving to "..
printpos(targetpos).." state: "..
environment.pos_is_ok(targetpos,entity))
entity.object:moveto(targetpos)
@ -469,12 +499,18 @@ function movement_gen.fix_current_pos(entity,movement_state)
entity.object:setvelocity(movement_state.current_velocity)
movement_state.centerpos = targetpos
movement_state.basepos = entity.getbasepos(entity)
movement_state.accel_to_set.y = environment.get_default_gravity(targetpos,
entity.environment.media,
entity.data.movement.canfly)
movement_state.accel_to_set.y =
environment.get_default_gravity(targetpos,
entity.environment.media,
entity.data.movement.canfly)
mobf_assert_backtrace(movement_state.accel_to_set.y ~= nil)
else
mobf_bug_warning(LOGLEVEL_WARNING,"MOBF: BUG !!! didn't find a way out of water, for mob at: " .. printpos(movement_state.basepos) .. " drowning " .. dump(entity.dynamic_data.movement.last_pos_in_env))
mobf_bug_warning(LOGLEVEL_WARNING,"MOBF: BUG !!! didn't find a way"
.." out of water, for mob at: " ..
printpos(movement_state.basepos) .. " drowning " ..
dump(entity.dynamic_data.movement.last_pos_in_env))
abort_processing = true
spawning.remove(entity, "mgen probab watercheck")
end
@ -498,7 +534,8 @@ function movement_gen.fix_current_pos(entity,movement_state)
entity.dynamic_data.good_surface ~= nil then
if movement_state.now - entity.dynamic_data.good_surface > damagetime then
entity.object:set_hp(entity.object:get_hp() - (entity.data.generic.base_health/25))
entity.object:set_hp( entity.object:get_hp() -
(entity.data.generic.base_health/25))
dbg_mobf.movement_lvl1("MOBF: mob is on wrong surface it will slowly take damage")
--reset timer for next damage interval
@ -520,38 +557,45 @@ function movement_gen.fix_current_pos(entity,movement_state)
local current_pos = mobf_round_pos(movement_state.basepos);
local current_node = minetest.env:get_node( current_pos );
dbg_mobf.movement_lvl3( "MOBF: Mob collided with "..tostring( current_pos.x )..":"..
dbg_mobf.movement_lvl3( "MOBF: Mob collided with "..
tostring( current_pos.x )..":"..
tostring( current_pos.y )..":"..
tostring( current_pos.z ).." Nodename:"..
tostring( current_node.name ).." walkable:"..
tostring( minetest.registered_nodes[current_node.name].walkable ))
if not mobf_is_walkable(current_node) then
local targetpos = environment.get_suitable_pos_same_level({x=current_pos.x,
y=current_pos.y,
z=current_pos.z},
1,
entity)
local targetpos =
environment.get_suitable_pos_same_level({x=current_pos.x,
y=current_pos.y,
z=current_pos.z},
1,
entity)
if targetpos == nil then
local targetpos = environment.get_suitable_pos_same_level({x=current_pos.x,
y=current_pos.y+1,
z=current_pos.z},
1,
entity)
local targetpos =
environment.get_suitable_pos_same_level({x=current_pos.x,
y=current_pos.y+1,
z=current_pos.z},
1,
entity)
end
if targetpos ~= nil then
minetest.log(LOGLEVEL_WARNING,"MOBF: Your mob " ..entity.data.name .. " is within solid block moving to"..
minetest.log(LOGLEVEL_WARNING,"MOBF: Your mob " ..
entity.data.name ..
" is within solid block moving to"..
printpos(targetpos).." state: "..
environment.pos_is_ok(targetpos,entity))
entity.object:moveto(targetpos)
movement_state.accel_to_set.y = environment.get_default_gravity(targetpos,
entity.environment.media,
entity.data.movement.canfly)
movement_state.accel_to_set.y =
environment.get_default_gravity(targetpos,
entity.environment.media,
entity.data.movement.canfly)
mobf_assert_backtrace(movement_state.default_y_accel ~= nil)
else
minetest.log(LOGLEVEL_WARNING,"MOBF: mob " .. entity.data.name .. " was within solid block, removed")
minetest.log(LOGLEVEL_WARNING,"MOBF: mob " .. entity.data.name
.. " was within solid block, removed")
abort_processing = true
spawning.remove(entity, "mgen probab solidblockcheck")
end
@ -561,7 +605,8 @@ function movement_gen.fix_current_pos(entity,movement_state)
end
if not handled then
dbg_mobf.movement_lvl1("MOBF: ".. entity.data.name .. " state: ".. current_state .. " not handled!")
dbg_mobf.movement_lvl1("MOBF: ".. entity.data.name .. " state: "..
current_state .. " not handled!")
end
return { abort_processing=abort_processing, }