-mobs now slow down to walk when following pathfinding path, more precise following
-toggleable option local enable_pathfind_digging = true, with it mob will attempt to break wall to get to you or place block to climb to you, but only if no protection
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35
api.lua
35
api.lua
@ -11,6 +11,7 @@ local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) o
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local remove_far = minetest.setting_getbool("remove_far_mobs")
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-- PATHFINDING settings
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local enable_pathfinding = true
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local enable_pathfind_digging = true
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local stuck_timeout = 5 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 15 -- how long will mob follow path before giving up
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@ -1442,7 +1443,7 @@ minetest.register_entity(name, {
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if self.path.stuck and self.path.way then
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if #self.path.way>50 then self.path.stuck = false return end -- no paths longer than 50
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local p1 = self.path.way[1]; if not p1 then self.path.stuck = false return end
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if math.abs(p1.x-s.x)+math.abs(p1.z-s.z)<0.75 then -- reached waypoint, remove it from queue
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if math.abs(p1.x-s.x)+math.abs(p1.z-s.z)<0.6 then -- reached waypoint, remove it from queue
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table.remove(self.path.way,1);
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end
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p = {x=p1.x,y=p1.y,z=p1.z}; -- set new temporary target
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@ -1472,7 +1473,7 @@ minetest.register_entity(name, {
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-- PATH FINDING by rnd
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if enable_pathfinding then
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local s1 = self.path.lastpos;
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if math.abs(s1.x-s.x)+math.abs(s1.z-s.z)<2 then
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if math.abs(s1.x-s.x)+math.abs(s1.z-s.z)<1. then -- is it becoming stuck?
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self.path.stuck_timer = self.path.stuck_timer+dtime
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else self.path.stuck_timer = 0;
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end
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@ -1486,15 +1487,35 @@ minetest.register_entity(name, {
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--minetest.chat_send_all("stuck at " .. s.x .." " .. s.y .. " " .. s.z .. ", calculating path")
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local p1 = self.attack:getpos();p1.x=math.floor(p1.x+0.5);p1.y=math.floor(p1.y+0.5);p1.z=math.floor(p1.z+0.5);
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--minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)
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self.path.way = minetest.find_path(s, p1, 16, 2, 6,"A*_noprefetch"); --"A*_noprefetch");
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self.path.way = minetest.find_path(s, p1, 16, 2, 6,"Dijkstra"); --"A*_noprefetch");
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if not self.path.way then
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self.path.stuck=false
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if enable_pathfind_digging then -- lets make way by digging/building if not accessible
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if s.y<p.y then -- add block
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if not minetest.is_protected(s,"") then
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minetest.set_node(s,{name="default:stone"});
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end
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else
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local yaw1= self.object:getyaw()+pi/2; -- dig 2 blocks to make door
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local p1 = {x=s.x+math.cos(yaw1),y=s.y,z=s.z+math.sin(yaw1)};
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if not minetest.is_protected(p1,"") then
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local node1=minetest.get_node(p1).name;
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if node1~="air" then minetest.add_item(p1,ItemStack(node1));minetest.set_node(p1,{name="air"}) end
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p1.y=p1.y+1;node1=minetest.get_node(p1).name;
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if node1~="air" then minetest.add_item(p1,ItemStack(node1)) end
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minetest.set_node(p1,{name="air"});
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end
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end
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end
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minetest.sound_play(self.sounds.random, { -- frustration! cant find the damn path:(
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object = self.object,
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max_hear_distance = self.sounds.distance
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})
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else
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if self.sounds.random then -- yay i found path
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set_velocity(self, self.walk_velocity)
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minetest.sound_play(self.sounds.attack, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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@ -1520,11 +1541,13 @@ minetest.register_entity(name, {
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if is_at_cliff(self) then
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set_velocity(self, 0)
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set_animation(self, "stand")
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else
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set_velocity(self, self.run_velocity)
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else
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if self.path.stuck then
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set_velocity(self, self.walk_velocity)
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else set_velocity(self, self.run_velocity)
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end
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set_animation(self, "run")
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end
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@ -21,8 +21,8 @@ mobs:register_mob("mobs:oerkki", {
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sounds = {
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random = "mobs_oerkki",
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},
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walk_velocity = 1,
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run_velocity = 3,
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walk_velocity = 2,
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run_velocity = 4,
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view_range = 10,
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jump = true,
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drops = {
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@ -31,7 +31,7 @@ mobs:register_mob("mobs:oerkki", {
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},
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water_damage = 2,
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lava_damage = 4,
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light_damage = 1,
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light_damage = 0,
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fear_height = 6,
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animation = {
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stand_start = 0,
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