Overide some mobkit behaviors, yeet furniture
parent
9bcc6033cf
commit
b5e82e0323
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@ -19,7 +19,7 @@ vedbo_def.selection_box = vedbo_nodebox
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vedbo_def.collision_box = vedbo_nodebox
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vedbo_def.tool_capabilities = {
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full_punch_interval = 4,
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damage_groups = {whacking = 10}
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damage_groups = {fleshy = 10}
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}
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minetest.register_node(":chairs:vedbo", vedbo_def)
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@ -45,7 +45,7 @@ svenbertil_def.groups.kitchen = 1
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svenbertil_def.box_contents = {"ikea:furniture_leg", "ikea:furniture_leg", "ikea:furniture_leg", "ikea:furniture_leg", "ikea:furniture_board", "ikea:furniture_board"}
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svenbertil_def.tool_capabilities = {
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full_punch_interval = 4,
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damage_groups = {whacking = 10}
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damage_groups = {fleshy = 10}
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}
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minetest.register_node(":chairs:svenbertil", svenbertil_def)
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@ -0,0 +1,172 @@
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local PATH = minetest.get_modpath(minetest.get_current_modname()) .. "/"
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local behaviors = dofile(PATH .. "behaviors2override.lua")
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local abs = math.abs
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local pi = math.pi
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local floor = math.floor
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local ceil = math.ceil
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local random = math.random
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local sqrt = math.sqrt
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local max = math.max
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local min = math.min
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local tan = math.tan
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local pow = math.pow
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local dbg = minetest.chat_send_all
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local abr = tonumber(minetest.get_mapgen_setting('active_block_range')) or 3
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local neighbors ={
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{x=1,z=0},
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{x=1,z=1},
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{x=0,z=1},
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{x=-1,z=1},
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{x=-1,z=0},
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{x=-1,z=-1},
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{x=0,z=-1},
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{x=1,z=-1}
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}
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--[[ Movement ]]--
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function behaviors.lq_yeet(self, tpos)
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print("yeet")
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local timer = (self.animation.attack.range.y - self.animation.attack.range.x) / self.animation.attack.speed
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local stage = 1
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local func = function(self)
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print(stage)
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if stage == 1 then
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local node = minetest.get_node_or_nil(tpos)
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print(dump{node = node})
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if node and (minetest.get_item_group(node.name, "falling_node") >= 1) then
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mobkit.animate(self, "yeet")
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stage = 3
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else
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return true
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end
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elseif stage == 2 then
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if timer < 0.9 then -- correspond to the animation
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stage = 3
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end
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elseif stage == 3 then
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local success, obj = minetest.spawn_falling_node(tpos)
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if success then
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local dir = vector.subtract(mobkit.get_stand_pos(self), tpos)
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dir.y = 1
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minetest.after(0, function() obj:set_velocity(vector.multiply(dir, 5)) end)
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else
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return true
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end
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end
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timer = timer - self.dtime
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if (timer < 0) then return true end
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end
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mobkit.queue_low(self, func)
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end
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function behaviors.lq_dumbwalk(self,dest,speed_factor)
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local timer = 3 -- failsafe
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speed_factor = speed_factor or 1
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local func = function(self)
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mobkit.animate(self, 'walk')
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timer = timer - self.dtime
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if timer < 0 then return true end
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local pos = mobkit.get_stand_pos(self)
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local y = self.object:get_velocity().y
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if mobkit.is_there_yet2d(pos,minetest.yaw_to_dir(self.object:get_yaw()),dest) then
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if not self.isonground or abs(dest.y-pos.y) > 0.1 then -- prevent uncontrolled fall when velocity too high
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self.object:set_velocity({x=0,y=y,z=0})
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end
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return true
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end
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if self.isonground then
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local dir = vector.direction({x=pos.x, y=0, z=pos.z}, {x=dest.x, y=0, z=dest.z})
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dir = vector.multiply(dir, self.max_speed * speed_factor)
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mobkit.turn2yaw(self, minetest.dir_to_yaw(dir))
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dir.y = y
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self.object:set_velocity(dir)
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end
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if self.moveresult.collides then
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for i, v in ipairs(self.moveresult.collisions) do
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if v.type == "node" and v.axis ~= "y" then
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behaviors.lq_turn2pos(self, v.node_pos)
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behaviors.lq_yeet(self, v.node_pos)
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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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end
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mobkit.queue_low(self,func)
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end
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function behaviors.goto_next_waypoint(self,tpos)
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local height, pos2 = behaviors.get_next_waypoint(self,tpos)
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if not height then
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local pos = mobkit.get_stand_pos(self)
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local ypos = vector.add(vector.direction(pos, tpos), pos)
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behaviors.lq_turn2pos(self, tpos)
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behaviors.lq_yeet(self, ypos)
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return false
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end
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if height <= 0.01 then
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local yaw = self.object:get_yaw()
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local tyaw = minetest.dir_to_yaw(vector.direction(self.object:get_pos(), pos2))
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if abs(tyaw - yaw) > 1 then
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behaviors.lq_turn2pos(self, pos2)
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end
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behaviors.lq_dumbwalk(self, pos2)
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else
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behaviors.lq_turn2pos(self, pos2)
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behaviors.lq_dumbjump(self, height)
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end
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return true
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end
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--[[ Death ]]--
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function behaviors.lq_fallover(self)
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local timer = (self.animation.fallover.range.y - self.animation.fallover.range.x) / self.animation.fallover.speed
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local init = true
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local func = function(self)
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if init then
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local yaw = math.rad(90 * math.floor((math.deg(self.object:get_yaw()) / 90) + 0.5))
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local pos = mobkit.get_stand_pos(self)
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mobkit.turn2yaw(self, yaw, 10)
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mobkit.animate(self, "fallover")
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self.object:set_pos({x = math.floor(pos.x + 0.5), y = pos.y, z = math.floor(pos.z + 0.5)})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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end
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timer = timer - self.dtime
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if (timer >= 0) then return true end
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end
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mobkit.queue_low(self, func)
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end
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function behaviors.hq_die(self)
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local timer = (self.animation.fallover.range.y - self.animation.fallover.range.x) / self.animation.fallover.speed
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local start = true
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local func = function(self)
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if start then
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behaviors.lq_fallover(self)
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self.logic = function(self) end -- brain dead as well
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start=false
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end
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timer = timer-self.dtime
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if timer < 0 then
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local pos = mobkit.get_stand_pos(self)
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local height = mobkit.get_terrain_height(pos)
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local npos = vector.offset(self.object:get_pos(), 0, height, 0)
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local yaw = self.object:get_yaw()
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minetest.set_node(npos, {name = "ikea_staff:corpse", param2 = minetest.dir_to_facedir(minetest.yaw_to_dir(yaw))})
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self.object:remove()
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end
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end
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mobkit.queue_high(self,func,100)
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end
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return behaviors
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@ -0,0 +1,834 @@
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local behaviors = {}
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local abs = math.abs
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local pi = math.pi
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local floor = math.floor
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local ceil = math.ceil
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local random = math.random
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local sqrt = math.sqrt
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local max = math.max
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local min = math.min
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local tan = math.tan
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local pow = math.pow
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local dbg = minetest.chat_send_all
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local abr = tonumber(minetest.get_mapgen_setting('active_block_range')) or 3
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local neighbors ={
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{x=1,z=0},
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{x=1,z=1},
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{x=0,z=1},
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{x=-1,z=1},
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{x=-1,z=0},
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{x=-1,z=-1},
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{x=0,z=-1},
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{x=1,z=-1}
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}
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function behaviors.dir2neighbor(dir)
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dir.y=0
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dir=vector.round(vector.normalize(dir))
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for k,v in ipairs(neighbors) do
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if v.x == dir.x and v.z == dir.z then return k end
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end
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return 1
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end
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function behaviors.neighbor_shift(neighbor,shift) -- int shift: minus is left, plus is right
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return (8+neighbor+shift-1)%8+1
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end
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function behaviors.is_neighbor_node_reachable(self,neighbor) -- todo: take either number or pos
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local offset = neighbors[neighbor]
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local pos=mobkit.get_stand_pos(self)
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local tpos = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
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local recursteps = ceil(self.jump_height)+1
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local height, liquidflag = mobkit.get_terrain_height(tpos,recursteps)
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if height and abs(height-pos.y) <= self.jump_height then
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tpos.y = height
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height = height - pos.y
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-- don't cut corners
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if neighbor % 2 == 0 then -- diagonal neighbors are even
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local n2 = neighbor-1 -- left neighbor never < 0
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offset = neighbors[n2]
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local t2 = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
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local h2 = mobkit.get_terrain_height(t2,recursteps)
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if h2 and h2 - pos.y > 0.02 then return end
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n2 = (neighbor+1)%8 -- right neighbor
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offset = neighbors[n2]
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t2 = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
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h2 = mobkit.get_terrain_height(t2,recursteps)
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if h2 and h2 - pos.y > 0.02 then return end
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end
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-- check headroom
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if tpos.y+self.height-pos.y > 1 then -- if head in next node above, else no point checking headroom
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local snpos = mobkit.get_node_pos(pos)
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local pos1 = {x=pos.x,y=snpos.y+1,z=pos.z} -- current pos plus node up
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local pos2 = {x=tpos.x,y=tpos.y+self.height,z=tpos.z} -- target head pos
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local nodes = mobkit.get_nodes_in_area(pos1,pos2,true)
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for p,node in pairs(nodes) do
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if snpos.x==p.x and snpos.z==p.z then
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if node.name=='ignore' or node.walkable then return end
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else
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if node.name=='ignore' or
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(node.walkable and mobkit.get_node_height(p)>tpos.y+0.001) then return end
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end
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end
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end
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return height, tpos, liquidflag
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else
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return
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end
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end
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function behaviors.get_next_waypoint(self,tpos)
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local pos = mobkit.get_stand_pos(self)
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local dir=vector.direction(pos,tpos)
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local neighbor = behaviors.dir2neighbor(dir)
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local function update_pos_history(self,pos)
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table.insert(self.pos_history,1,pos)
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if #self.pos_history > 2 then table.remove(self.pos_history,#self.pos_history) end
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end
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local nogopos = self.pos_history[2]
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local height, pos2, liquidflag = behaviors.is_neighbor_node_reachable(self,neighbor)
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if height and not liquidflag
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and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
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local heightl = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,-1))
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if heightl and abs(heightl-height)<0.001 then
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local heightr = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,1))
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if heightr and abs(heightr-height)<0.001 then
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dir.y = 0
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local dirn = vector.normalize(dir)
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local npos = mobkit.get_node_pos(mobkit.pos_shift(pos,neighbors[neighbor]))
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local factor = abs(dirn.x) > abs(dirn.z) and abs(npos.x-pos.x) or abs(npos.z-pos.z)
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pos2=mobkit.pos_shift(pos,{x=dirn.x*factor,z=dirn.z*factor})
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end
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end
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update_pos_history(self,pos2)
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return height, pos2
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else
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for i=1,3 do
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-- scan left
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local height, pos2, liq = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,-i*self.path_dir))
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if height and not liq
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and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
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update_pos_history(self,pos2)
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return height,pos2
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end
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-- scan right
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height, pos2, liq = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,i*self.path_dir))
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if height and not liq
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and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
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update_pos_history(self,pos2)
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return height,pos2
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end
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end
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--scan rear
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height, pos2, liquidflag = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,4))
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if height and not liquidflag
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and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
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update_pos_history(self,pos2)
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return height,pos2
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end
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end
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-- stuck condition here
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table.remove(self.pos_history,2)
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self.path_dir = self.path_dir*-1 -- subtle change in pathfinding
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end
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function behaviors.get_next_waypoint_fast(self,tpos,nogopos)
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local pos = mobkit.get_stand_pos(self)
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local dir=vector.direction(pos,tpos)
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local neighbor = behaviors.dir2neighbor(dir)
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local height, pos2, liquidflag = behaviors.is_neighbor_node_reachable(self,neighbor)
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if height and not liquidflag then
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local fast = false
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heightl = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,-1))
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if heightl and abs(heightl-height)<0.001 then
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heightr = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,1))
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if heightr and abs(heightr-height)<0.001 then
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fast = true
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dir.y = 0
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local dirn = vector.normalize(dir)
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local npos = mobkit.get_node_pos(mobkit.pos_shift(pos,neighbors[neighbor]))
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local factor = abs(dirn.x) > abs(dirn.z) and abs(npos.x-pos.x) or abs(npos.z-pos.z)
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pos2=mobkit.pos_shift(pos,{x=dirn.x*factor,z=dirn.z*factor})
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end
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end
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return height, pos2, fast
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else
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for i=1,4 do
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-- scan left
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height, pos2, liq = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,-i))
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if height and not liq then return height,pos2 end
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-- scan right
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height, pos2, liq = behaviors.is_neighbor_node_reachable(self,behaviors.neighbor_shift(neighbor,i))
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if height and not liq then return height,pos2 end
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end
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end
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end
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function behaviors.goto_next_waypoint(self,tpos)
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local height, pos2 = behaviors.get_next_waypoint(self,tpos)
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if not height then return false end
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if height <= 0.01 then
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local yaw = self.object:get_yaw()
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local tyaw = minetest.dir_to_yaw(vector.direction(self.object:get_pos(),pos2))
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if abs(tyaw-yaw) > 1 then
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behaviors.lq_turn2pos(self,pos2)
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end
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behaviors.lq_dumbwalk(self,pos2)
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else
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behaviors.lq_turn2pos(self,pos2)
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behaviors.lq_dumbjump(self,height)
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end
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return true
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end
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----------------------------
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-- BEHAVIORS
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----------------------------
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-- LOW LEVEL QUEUE FUNCTIONS
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----------------------------
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function behaviors.lq_turn2pos(self,tpos)
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local func=function(self)
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local pos = self.object:get_pos()
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return mobkit.turn2yaw(self,
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minetest.dir_to_yaw(vector.direction(pos,tpos)))
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end
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mobkit.queue_low(self,func)
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end
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function behaviors.lq_idle(self,duration,anim)
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anim = anim or 'stand'
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local init = true
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local func=function(self)
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if init then
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mobkit.animate(self,anim)
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init=false
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end
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duration = duration-self.dtime
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if duration <= 0 then return true end
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end
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mobkit.queue_low(self,func)
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end
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function behaviors.lq_dumbwalk(self,dest,speed_factor)
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local timer = 3 -- failsafe
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speed_factor = speed_factor or 1
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local func=function(self)
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mobkit.animate(self,'walk')
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timer = timer - self.dtime
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if timer < 0 then return true end
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local pos = mobkit.get_stand_pos(self)
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local y = self.object:get_velocity().y
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||||
|
||||
if mobkit.is_there_yet2d(pos,minetest.yaw_to_dir(self.object:get_yaw()),dest) then
|
||||
-- if mobkit.isnear2d(pos,dest,0.25) then
|
||||
if not self.isonground or abs(dest.y-pos.y) > 0.1 then -- prevent uncontrolled fall when velocity too high
|
||||
-- if abs(dest.y-pos.y) > 0.1 then -- isonground too slow for speeds > 4
|
||||
self.object:set_velocity({x=0,y=y,z=0})
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
if self.isonground then
|
||||
local dir = vector.normalize(vector.direction({x=pos.x,y=0,z=pos.z},
|
||||
{x=dest.x,y=0,z=dest.z}))
|
||||
dir = vector.multiply(dir,self.max_speed*speed_factor)
|
||||
-- self.object:set_yaw(minetest.dir_to_yaw(dir))
|
||||
mobkit.turn2yaw(self,minetest.dir_to_yaw(dir))
|
||||
dir.y = y
|
||||
self.object:set_velocity(dir)
|
||||
end
|
||||
end
|
||||
mobkit.queue_low(self,func)
|
||||
end
|
||||
|
||||
-- initial velocity for jump height h, v= a*sqrt(h*2/a) ,add 20%
|
||||
function behaviors.lq_dumbjump(self,height,anim)
|
||||
anim = anim or 'stand'
|
||||
local jump = true
|
||||
local func=function(self)
|
||||
local yaw = self.object:get_yaw()
|
||||
if self.isonground then
|
||||
if jump then
|
||||
mobkit.animate(self,anim)
|
||||
local dir = minetest.yaw_to_dir(yaw)
|
||||
dir.y = -mobkit.gravity*sqrt((height+0.35)*2/-mobkit.gravity)
|
||||
self.object:set_velocity(dir)
|
||||
jump = false
|
||||
else -- the eagle has landed
|
||||
return true
|
||||
end
|
||||
else
|
||||
local dir = minetest.yaw_to_dir(yaw)
|
||||
local vel = self.object:get_velocity()
|
||||
if self.lastvelocity.y < 0.9 then
|
||||
dir = vector.multiply(dir,3)
|
||||
end
|
||||
dir.y = vel.y
|
||||
self.object:set_velocity(dir)
|
||||
end
|
||||
end
|
||||
mobkit.queue_low(self,func)
|
||||
end
|
||||
|
||||
function behaviors.lq_jumpout(self)
|
||||
local phase = 1
|
||||
local func=function(self)
|
||||
local vel=self.object:get_velocity()
|
||||
if phase == 1 then
|
||||
vel.y=vel.y+5
|
||||
self.object:set_velocity(vel)
|
||||
phase = 2
|
||||
else
|
||||
if vel.y < 0 then return true end
|
||||
local dir = minetest.yaw_to_dir(self.object:get_yaw())
|
||||
dir.y=vel.y
|
||||
self.object:set_velocity(dir)
|
||||
end
|
||||
end
|
||||
mobkit.queue_low(self,func)
|
||||
end
|
||||
|
||||
function behaviors.lq_freejump(self)
|
||||
local phase = 1
|
||||
local func=function(self)
|
||||
local vel=self.object:get_velocity()
|
||||
if phase == 1 then
|
||||
vel.y=vel.y+6
|
||||
self.object:set_velocity(vel)
|
||||
phase = 2
|
||||
else
|
||||
if vel.y <= 0.01 then return true end
|
||||
local dir = minetest.yaw_to_dir(self.object:get_yaw())
|
||||
dir.y=vel.y
|
||||
self.object:set_velocity(dir)
|
||||
end
|
||||
end
|
||||
mobkit.queue_low(self,func)
|
||||
end
|
||||
|
||||
function behaviors.lq_jumpattack(self,height,target)
|
||||
local init=true
|
||||
local timer=0.5
|
||||
local tgtbox = target:get_properties().collisionbox
|
||||
local func=function(self)
|
||||
if not mobkit.is_alive(target) then return true end
|
||||
if self.isonground then
|
||||
if init then -- collision bug workaround
|
||||
local vel = self.object:get_velocity()
|
||||
local dir = minetest.yaw_to_dir(self.object:get_yaw())
|
||||
dir=vector.multiply(dir,6)
|
||||
dir.y = -mobkit.gravity*sqrt(height*2/-mobkit.gravity)
|
||||
self.object:set_velocity(dir)
|
||||
mobkit.make_sound(self,'charge')
|
||||
init=false
|
||||
else
|
||||
behaviors.lq_idle(self,0.3)
|
||||
return true
|
||||
end
|
||||
else
|
||||
local tgtpos = target:get_pos()
|
||||
local pos = self.object:get_pos()
|
||||
-- calculate attack spot
|
||||
local yaw = self.object:get_yaw()
|
||||
local dir = minetest.yaw_to_dir(yaw)
|
||||
local apos = mobkit.pos_translate2d(pos,yaw,self.attack.range)
|
||||
|
||||
if mobkit.is_pos_in_box(apos,tgtpos,tgtbox) then --bite
|
||||
target:punch(self.object,1,self.attack)
|
||||
-- bounce off
|
||||
local vy = self.object:get_velocity().y
|
||||
self.object:set_velocity({x=dir.x*-3,y=vy,z=dir.z*-3})
|
||||
-- play attack sound if defined
|
||||
mobkit.make_sound(self,'attack')
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_low(self,func)
|
||||
end
|
||||
|
||||
function behaviors.lq_fallover(self)
|
||||
local zrot = 0
|
||||
local init = true
|
||||
local func=function(self)
|
||||
if init then
|
||||
local vel = self.object:get_velocity()
|
||||
self.object:set_velocity(mobkit.pos_shift(vel,{y=1}))
|
||||
mobkit.animate(self,'stand')
|
||||
init = false
|
||||
end
|
||||
zrot=zrot+pi*0.05
|
||||
local rot = self.object:get_rotation()
|
||||
self.object:set_rotation({x=rot.x,y=rot.y,z=zrot})
|
||||
if zrot >= pi*0.5 then return true end
|
||||
end
|
||||
mobkit.queue_low(self,func)
|
||||
end
|
||||
-----------------------------
|
||||
-- HIGH LEVEL QUEUE FUNCTIONS
|
||||
-----------------------------
|
||||
|
||||
function behaviors.dumbstep(self,height,tpos,speed_factor,idle_duration)
|
||||
if height <= 0.001 then
|
||||
behaviors.lq_turn2pos(self,tpos)
|
||||
behaviors.lq_dumbwalk(self,tpos,speed_factor)
|
||||
else
|
||||
behaviors.lq_turn2pos(self,tpos)
|
||||
behaviors.lq_dumbjump(self,height)
|
||||
end
|
||||
idle_duration = idle_duration or 6
|
||||
behaviors.lq_idle(self,random(ceil(idle_duration*0.5),idle_duration))
|
||||
end
|
||||
|
||||
function behaviors.hq_roam(self,prty)
|
||||
local func=function(self)
|
||||
if mobkit.is_queue_empty_low(self) and self.isonground then
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local neighbor = random(8)
|
||||
|
||||
local height, tpos, liquidflag = behaviors.is_neighbor_node_reachable(self,neighbor)
|
||||
if height and not liquidflag then behaviors.dumbstep(self,height,tpos,0.3) end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_follow0(self,tgtobj) -- probably delete this one
|
||||
local func = function(self)
|
||||
if not tgtobj then return true end
|
||||
if mobkit.is_queue_empty_low(self) and self.isonground then
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local opos = tgtobj:get_pos()
|
||||
if vector.distance(pos,opos) > 3 then
|
||||
local neighbor = behaviors.dir2neighbor(vector.direction(pos,opos))
|
||||
if not neighbor then return true end --temp debug
|
||||
local height, tpos = behaviors.is_neighbor_node_reachable(self,neighbor)
|
||||
if height then behaviors.dumbstep(self,height,tpos)
|
||||
else
|
||||
for i=1,4 do --scan left
|
||||
height, tpos = behaviors.is_neighbor_node_reachable(self,(8+neighbor-i-1)%8+1)
|
||||
if height then behaviors.dumbstep(self,height,tpos)
|
||||
break
|
||||
end --scan right
|
||||
height, tpos = behaviors.is_neighbor_node_reachable(self,(neighbor+i-1)%8+1)
|
||||
if height then behaviors.dumbstep(self,height,tpos)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
behaviors.lq_idle(self,1)
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,0)
|
||||
end
|
||||
|
||||
function behaviors.hq_follow(self,prty,tgtobj)
|
||||
local func = function(self)
|
||||
if not mobkit.is_alive(tgtobj) then return true end
|
||||
if mobkit.is_queue_empty_low(self) and self.isonground then
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local opos = tgtobj:get_pos()
|
||||
if vector.distance(pos,opos) > 3 then
|
||||
behaviors.goto_next_waypoint(self,opos)
|
||||
else
|
||||
behaviors.lq_idle(self,1)
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_goto(self,prty,tpos)
|
||||
local func = function(self)
|
||||
if mobkit.is_queue_empty_low(self) and self.isonground then
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
if vector.distance(pos,tpos) > 3 then
|
||||
behaviors.goto_next_waypoint(self,tpos)
|
||||
else
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_runfrom(self,prty,tgtobj)
|
||||
local init=true
|
||||
local timer=6
|
||||
local func = function(self)
|
||||
|
||||
if not mobkit.is_alive(tgtobj) then return true end
|
||||
if init then
|
||||
timer = timer-self.dtime
|
||||
if timer <=0 or vector.distance(self.object:get_pos(),tgtobj:get_pos()) < 8 then
|
||||
mobkit.make_sound(self,'scared')
|
||||
init=false
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
if mobkit.is_queue_empty_low(self) and self.isonground then
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local opos = tgtobj:get_pos()
|
||||
if vector.distance(pos,opos) < self.view_range*1.1 then
|
||||
local tpos = {x=2*pos.x - opos.x,
|
||||
y=opos.y,
|
||||
z=2*pos.z - opos.z}
|
||||
behaviors.goto_next_waypoint(self,tpos)
|
||||
else
|
||||
self.object:set_velocity({x=0,y=0,z=0})
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_hunt(self,prty,tgtobj)
|
||||
local func = function(self)
|
||||
if not mobkit.is_alive(tgtobj) then return true end
|
||||
if mobkit.is_queue_empty_low(self) and self.isonground then
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local opos = tgtobj:get_pos()
|
||||
local dist = vector.distance(pos,opos)
|
||||
if dist > self.view_range then
|
||||
return true
|
||||
elseif dist > 3 then
|
||||
behaviors.goto_next_waypoint(self,opos)
|
||||
else
|
||||
behaviors.hq_attack(self,prty+1,tgtobj)
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_warn(self,prty,tgtobj)
|
||||
local timer=0
|
||||
local tgttime = 0
|
||||
local init = true
|
||||
local func = function(self)
|
||||
if not mobkit.is_alive(tgtobj) then return true end
|
||||
if init then
|
||||
mobkit.animate(self,'stand')
|
||||
init = false
|
||||
end
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local opos = tgtobj:get_pos()
|
||||
local dist = vector.distance(pos,opos)
|
||||
|
||||
if dist > 11 then
|
||||
return true
|
||||
elseif dist < 4 or timer > 12 then -- too close man
|
||||
-- mobkit.clear_queue_high(self)
|
||||
mobkit.remember(self,'hate',tgtobj:get_player_name())
|
||||
behaviors.hq_hunt(self,prty+1,tgtobj) -- priority
|
||||
else
|
||||
timer = timer+self.dtime
|
||||
if mobkit.is_queue_empty_low(self) then
|
||||
behaviors.lq_turn2pos(self,opos)
|
||||
end
|
||||
-- make noise in random intervals
|
||||
if timer > tgttime then
|
||||
mobkit.make_sound(self,'warn')
|
||||
-- if self.sounds and self.sounds.warn then
|
||||
-- minetest.sound_play(self.sounds.warn, {object=self.object})
|
||||
-- end
|
||||
tgttime = timer + 1.1 + random()*1.5
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_die(self)
|
||||
local timer = 5
|
||||
local start = true
|
||||
local func = function(self)
|
||||
if start then
|
||||
behaviors.lq_fallover(self)
|
||||
self.logic = function(self) end -- brain dead as well
|
||||
start=false
|
||||
end
|
||||
timer = timer-self.dtime
|
||||
if timer < 0 then self.object:remove() end
|
||||
end
|
||||
mobkit.queue_high(self,func,100)
|
||||
end
|
||||
|
||||
function behaviors.hq_attack(self,prty,tgtobj)
|
||||
local func = function(self)
|
||||
if not mobkit.is_alive(tgtobj) then return true end
|
||||
if mobkit.is_queue_empty_low(self) then
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
-- local tpos = tgtobj:get_pos()
|
||||
local tpos = mobkit.get_stand_pos(tgtobj)
|
||||
local dist = vector.distance(pos,tpos)
|
||||
if dist > 3 then
|
||||
return true
|
||||
else
|
||||
behaviors.lq_turn2pos(self,tpos)
|
||||
local height = tgtobj:is_player() and 0.35 or tgtobj:get_luaentity().height*0.6
|
||||
if tpos.y+height>pos.y then
|
||||
behaviors.lq_jumpattack(self,tpos.y+height-pos.y,tgtobj)
|
||||
else
|
||||
behaviors.lq_dumbwalk(self,mobkit.pos_shift(tpos,{x=random()-0.5,z=random()-0.5}))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_liquid_recovery(self,prty) -- scan for nearest land
|
||||
local radius = 1
|
||||
local yaw = 0
|
||||
local func = function(self)
|
||||
if not self.isinliquid then return true end
|
||||
local pos=self.object:get_pos()
|
||||
local vec = minetest.yaw_to_dir(yaw)
|
||||
local pos2 = mobkit.pos_shift(pos,vector.multiply(vec,radius))
|
||||
local height, liquidflag = mobkit.get_terrain_height(pos2)
|
||||
if height and not liquidflag then
|
||||
behaviors.hq_swimto(self,prty,pos2)
|
||||
return true
|
||||
end
|
||||
yaw=yaw+pi*0.25
|
||||
if yaw>2*pi then
|
||||
yaw = 0
|
||||
radius=radius+1
|
||||
if radius > self.view_range then
|
||||
self.hp = 0
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_swimto(self,prty,tpos)
|
||||
local box = self.object:get_properties().collisionbox
|
||||
local cols = {}
|
||||
local func = function(self)
|
||||
if not self.isinliquid then
|
||||
if self.isonground then return true end
|
||||
return false
|
||||
end
|
||||
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local y=self.object:get_velocity().y
|
||||
local pos2d = {x=pos.x,y=tpos.y,z=pos.z}
|
||||
local dir=vector.normalize(vector.direction(pos2d,tpos))
|
||||
local yaw = minetest.dir_to_yaw(dir)
|
||||
|
||||
if mobkit.timer(self,1) then
|
||||
cols = mobkit.get_box_displace_cols(pos,box,dir,1)
|
||||
for _,p in ipairs(cols[1]) do
|
||||
p.y=pos.y
|
||||
local h,l = mobkit.get_terrain_height(p)
|
||||
if h and h>pos.y and self.isinliquid then
|
||||
behaviors.lq_freejump(self)
|
||||
break
|
||||
end
|
||||
end
|
||||
elseif mobkit.turn2yaw(self,yaw) then
|
||||
dir.y = y
|
||||
self.object:set_velocity(dir)
|
||||
end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
---------------------
|
||||
-- AQUATIC
|
||||
---------------------
|
||||
|
||||
-- MACROS
|
||||
local function aqua_radar_dumb(pos,yaw,range,reverse)
|
||||
range = range or 4
|
||||
|
||||
local function okpos(p)
|
||||
local node = mobkit.nodeatpos(p)
|
||||
if node then
|
||||
if node.drawtype == 'liquid' then
|
||||
local nodeu = mobkit.nodeatpos(mobkit.pos_shift(p,{y=1}))
|
||||
local noded = mobkit.nodeatpos(mobkit.pos_shift(p,{y=-1}))
|
||||
if (nodeu and nodeu.drawtype == 'liquid') or (noded and noded.drawtype == 'liquid') then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
else
|
||||
local h,l = mobkit.get_terrain_height(p)
|
||||
if h then
|
||||
local node2 = mobkit.nodeatpos({x=p.x,y=h+1.99,z=p.z})
|
||||
if node2 and node2.drawtype == 'liquid' then return true, h end
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
local fpos = mobkit.pos_translate2d(pos,yaw,range)
|
||||
local ok,h = okpos(fpos)
|
||||
if not ok then
|
||||
local ffrom, fto, fstep
|
||||
if reverse then
|
||||
ffrom, fto, fstep = 3,1,-1
|
||||
else
|
||||
ffrom, fto, fstep = 1,3,1
|
||||
end
|
||||
for i=ffrom, fto, fstep do
|
||||
local ok,h = okpos(mobkit.pos_translate2d(pos,yaw+i,range))
|
||||
if ok then return yaw+i,h end
|
||||
ok,h = okpos(mobkit.pos_translate2d(pos,yaw-i,range))
|
||||
if ok then return yaw-i,h end
|
||||
end
|
||||
return yaw+pi,h
|
||||
else
|
||||
return yaw, h
|
||||
end
|
||||
end
|
||||
|
||||
function behaviors.is_in_deep(target)
|
||||
if not target then return false end
|
||||
local nodepos = mobkit.get_stand_pos(target)
|
||||
local node1 = mobkit.nodeatpos(nodepos)
|
||||
nodepos.y=nodepos.y+1
|
||||
local node2 = mobkit.nodeatpos(nodepos)
|
||||
nodepos.y=nodepos.y-2
|
||||
local node3 = mobkit.nodeatpos(nodepos)
|
||||
if node1 and node2 and node3 and node1.drawtype=='liquid' and (node2.drawtype=='liquid' or node3.drawtype=='liquid') then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
-- HQ behaviors
|
||||
|
||||
function behaviors.hq_aqua_roam(self,prty,speed)
|
||||
local tyaw = 0
|
||||
local init = true
|
||||
local prvscanpos = {x=0,y=0,z=0}
|
||||
local center = self.object:get_pos()
|
||||
local func = function(self)
|
||||
if init then
|
||||
mobkit.animate(self,'def')
|
||||
init = false
|
||||
end
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local yaw = self.object:get_yaw()
|
||||
local scanpos = mobkit.get_node_pos(mobkit.pos_translate2d(pos,yaw,speed))
|
||||
if not vector.equals(prvscanpos,scanpos) then
|
||||
prvscanpos=scanpos
|
||||
local nyaw,height = aqua_radar_dumb(pos,yaw,speed,true)
|
||||
if height and height > pos.y then
|
||||
local vel = self.object:get_velocity()
|
||||
vel.y = vel.y+1
|
||||
self.object:set_velocity(vel)
|
||||
end
|
||||
if yaw ~= nyaw then
|
||||
tyaw=nyaw
|
||||
behaviors.hq_aqua_turn(self,prty+1,tyaw,speed)
|
||||
return
|
||||
end
|
||||
end
|
||||
if mobkit.timer(self,1) then
|
||||
if vector.distance(pos,center) > abr*16*0.5 then
|
||||
tyaw = minetest.dir_to_yaw(vector.direction(pos,{x=center.x+random()*10-5,y=center.y,z=center.z+random()*10-5}))
|
||||
else
|
||||
if random(10)>=9 then tyaw=tyaw+random()*pi - pi*0.5 end
|
||||
end
|
||||
end
|
||||
|
||||
mobkit.turn2yaw(self,tyaw,3)
|
||||
-- local yaw = self.object:get_yaw()
|
||||
mobkit.go_forward_horizontal(self,speed)
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_aqua_turn(self,prty,tyaw,speed)
|
||||
local func = function(self)
|
||||
local finished=mobkit.turn2yaw(self,tyaw)
|
||||
-- local yaw = self.object:get_yaw()
|
||||
mobkit.go_forward_horizontal(self,speed)
|
||||
if finished then return true end
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
function behaviors.hq_aqua_attack(self,prty,tgtobj,speed)
|
||||
local tyaw = 0
|
||||
local prvscanpos = {x=0,y=0,z=0}
|
||||
local init = true
|
||||
local tgtbox = tgtobj:get_properties().collisionbox
|
||||
local func = function(self)
|
||||
if not mobkit.is_alive(tgtobj) then return true end
|
||||
if init then
|
||||
mobkit.animate(self,'fast')
|
||||
mobkit.make_sound(self,'attack')
|
||||
init = false
|
||||
end
|
||||
local pos = mobkit.get_stand_pos(self)
|
||||
local yaw = self.object:get_yaw()
|
||||
local scanpos = mobkit.get_node_pos(mobkit.pos_translate2d(pos,yaw,speed))
|
||||
if not vector.equals(prvscanpos,scanpos) then
|
||||
prvscanpos=scanpos
|
||||
local nyaw,height = aqua_radar_dumb(pos,yaw,speed*0.5)
|
||||
if height and height > pos.y then
|
||||
local vel = self.object:get_velocity()
|
||||
vel.y = vel.y+1
|
||||
self.object:set_velocity(vel)
|
||||
end
|
||||
if yaw ~= nyaw then
|
||||
tyaw=nyaw
|
||||
behaviors.hq_aqua_turn(self,prty+1,tyaw,speed)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
local tpos = tgtobj:get_pos()
|
||||
local tyaw=minetest.dir_to_yaw(vector.direction(pos,tpos))
|
||||
mobkit.turn2yaw(self,tyaw,3)
|
||||
local yaw = self.object:get_yaw()
|
||||
if mobkit.timer(self,1) then
|
||||
if not behaviors.is_in_deep(tgtobj) then return true end
|
||||
local vel = self.object:get_velocity()
|
||||
if tpos.y>pos.y+0.5 then self.object:set_velocity({x=vel.x,y=vel.y+0.5,z=vel.z})
|
||||
elseif tpos.y<pos.y-0.5 then self.object:set_velocity({x=vel.x,y=vel.y-0.5,z=vel.z}) end
|
||||
end
|
||||
if mobkit.is_pos_in_box(mobkit.pos_translate2d(pos,yaw,self.attack.range),tpos,tgtbox) then --bite
|
||||
tgtobj:punch(self.object,1,self.attack)
|
||||
behaviors.hq_aqua_turn(self,prty,yaw-pi,speed)
|
||||
return true
|
||||
end
|
||||
mobkit.go_forward_horizontal(self,speed)
|
||||
end
|
||||
mobkit.queue_high(self,func,prty)
|
||||
end
|
||||
|
||||
return behaviors
|
|
@ -2,8 +2,11 @@
|
|||
-- By GreenXenith --
|
||||
-- (Mostly Rewritten By Benrob0329) --
|
||||
|
||||
local DEBUG = true
|
||||
|
||||
local PATH = minetest.get_modpath(minetest.get_current_modname()) .. "/"
|
||||
local helpers = dofile(PATH .. "helpers.lua")
|
||||
local behaviors = dofile(PATH .. "behaviors.lua")
|
||||
|
||||
local RANGE = 100
|
||||
|
||||
|
@ -26,26 +29,7 @@ minetest.register_entity("ikea_staff:debug", {
|
|||
})
|
||||
|
||||
do --[[ Staff Entity ]]--
|
||||
-- Custom Functions --
|
||||
local function die(self)
|
||||
local yaw = math.rad(90 * math.floor((math.deg(self.object:get_yaw()) / 90) + 0.5))
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
mobkit.turn2yaw(self, yaw, 1)
|
||||
mobkit.animate(self, "die")
|
||||
self.object:set_pos({x = math.floor(pos.x + 0.5), y = pos.y, z = math.floor(pos.z + 0.5)})
|
||||
self.object:set_velocity({x = 0, y = 0, z = 0})
|
||||
|
||||
local height = mobkit.get_terrain_height(pos)
|
||||
local npos = vector.offset(pos, 0, height, 0)
|
||||
|
||||
minetest.after((self.animation.die.range.y - self.animation.die.range.x) / self.animation.die.speed, function()
|
||||
minetest.set_node(npos, {name = "ikea_staff:corpse", param2 = minetest.dir_to_facedir(minetest.yaw_to_dir(yaw))})
|
||||
self.object:remove()
|
||||
end)
|
||||
end
|
||||
|
||||
-- Global Memory
|
||||
-- Global Memory --
|
||||
local player_sightings = {}
|
||||
|
||||
-- Entity Registration --
|
||||
|
@ -64,7 +48,7 @@ do --[[ Staff Entity ]]--
|
|||
stand = {range = {x = 0, y = 140}, speed = 15},
|
||||
walk = {range = {x = 141, y = 181}, speed = 80},
|
||||
attack = {range = {x = 204, y = 244}, speed = 45},
|
||||
die = {range = {x = 182, y = 202}, speed = 10, loop = false},
|
||||
fallover = {range = {x = 182, y = 202}, speed = 10, loop = false},
|
||||
},
|
||||
|
||||
-- Stats --
|
||||
|
@ -81,11 +65,15 @@ do --[[ Staff Entity ]]--
|
|||
},
|
||||
|
||||
-- Base Mobkit Functions --
|
||||
on_step = mobkit.stepfunc,
|
||||
on_activate = mobkit.actfunc,
|
||||
get_staticdata = mobkit.statfunc,
|
||||
|
||||
-- Custom Logic --
|
||||
on_step = function(self, dtime, moveresult)
|
||||
self.moveresult = moveresult
|
||||
mobkit.stepfunc(self, dtime)
|
||||
end,
|
||||
|
||||
logic = function(self)
|
||||
if mobkit.timer(self, 1) then
|
||||
local pos = self.object:get_pos()
|
||||
|
@ -95,7 +83,7 @@ do --[[ Staff Entity ]]--
|
|||
if not mobkit.is_alive(self) then
|
||||
mobkit.clear_queue_high(self)
|
||||
mobkit.clear_queue_low(self)
|
||||
die(self)
|
||||
behaviors.hq_die(self)
|
||||
return
|
||||
end
|
||||
|
||||
|
@ -105,13 +93,13 @@ do --[[ Staff Entity ]]--
|
|||
player_sightings[101] = nil
|
||||
end
|
||||
|
||||
if not ikea.is_open() then
|
||||
if DEBUG or not ikea.is_open() then
|
||||
if player then
|
||||
mobkit.hq_hunt(self, 100, player)
|
||||
behaviors.hq_hunt(self, 100, player)
|
||||
else
|
||||
for i, v in ipairs(player_sightings) do
|
||||
if vector.distance(v, pos) < RANGE then
|
||||
mobkit.hq_goto(self, 50, v)
|
||||
behaviors.hq_goto(self, 50, v)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
@ -119,7 +107,7 @@ do --[[ Staff Entity ]]--
|
|||
end
|
||||
|
||||
if mobkit.is_queue_empty_high(self) then
|
||||
mobkit.hq_roam(self, 0)
|
||||
behaviors.hq_roam(self, 0)
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
|
Loading…
Reference in New Issue