forked from mtcontrib/mobs_redo
use atan2, added attached attack, added swim to shore
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d720114462
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77
api.lua
77
api.lua
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@ -1,5 +1,5 @@
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-- Mobs Api (6th December 2016)
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-- Mobs Api (16th December 2016)
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mobs = {}
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mobs.mod = "redo"
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@ -72,6 +72,7 @@ local atan = function(x)
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return atann(x)
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end
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end
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local atan2 = math.atan2
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do_attack = function(self, player)
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@ -362,7 +363,7 @@ function check_for_death(self)
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obj:setvelocity({
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x = random(-10, 10) / 9,
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y = 5,
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y = 6,
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z = random(-10, 10) / 9,
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})
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end
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@ -1211,16 +1212,10 @@ local follow_flop = function(self)
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else
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local vec = {
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x = p.x - s.x,
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y = p.y - s.y,
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z = p.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then
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yaw = yaw + pi
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end
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local yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
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self.object:setyaw(yaw)
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-- anyone but standing npc's can move along
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@ -1320,17 +1315,12 @@ local do_states = function(self, dtime)
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + pi
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end
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yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
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else
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yaw = (random(0, 360) - 180) / 180 * pi
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yaw = random() * 2 * pi
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end
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self.object:setyaw(yaw)
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@ -1373,19 +1363,36 @@ local do_states = function(self, dtime)
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lp = minetest.find_node_near(s, 1, {"group:lava"})
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end
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-- if something then avoid
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if lp then
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-- if mob in water or lava then look for land
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if (self.lava_damage and minetest.registered_nodes[self.standing_in].groups.lava)
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or (self.water_damage and minetest.registered_nodes[self.standing_in].groups.water) then
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lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
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"group:sand", "default:ice", "default:snowblock"})
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-- did we find land?
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if lp then
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
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yaw = atan2(vec.z, vec.x) + pi / 2 - self.rotate
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else
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yaw = random() * 2 * pi
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end
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if lp.x > s.x then
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yaw = yaw + pi
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else
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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yaw = atan2(vec.z, vec.x) + pi / 2 - self.rotate
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end
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self.object:setyaw(yaw)
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@ -1393,7 +1400,7 @@ local do_states = function(self, dtime)
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-- otherwise randomly turn
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elseif random(1, 100) <= 30 then
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local yaw = (random(0, 360) - 180) / 180 * pi
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yaw = random() * 2 * pi
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self.object:setyaw(yaw)
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end
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@ -1477,15 +1484,10 @@ local do_states = function(self, dtime)
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local vec = {
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x = p.x - s.x,
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y = p.y - s.y,
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z = p.z - s.z
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}
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yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate
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if p.x > s.x then
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yaw = yaw + pi
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end
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yaw = atan2(vec.z, vec.x) - pi / 2 - self.rotate
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self.object:setyaw(yaw)
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@ -1652,15 +1654,10 @@ local do_states = function(self, dtime)
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local vec = {
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x = p.x - s.x,
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y = p.y - s.y,
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then
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yaw = yaw + pi
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end
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yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
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self.object:setyaw(yaw)
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@ -1737,7 +1734,11 @@ local do_states = function(self, dtime)
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})
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end
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-- punch player
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-- punch player (or what player is attached to)
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local attached = self.attack:get_attach()
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if attached then
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self.attack = attached
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end
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self.attack:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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@ -1769,11 +1770,7 @@ local do_states = function(self, dtime)
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then
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yaw = yaw + pi
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end
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yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
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self.object:setyaw(yaw)
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