use atan2, added attached attack, added swim to shore

This commit is contained in:
TenPlus1 2016-12-20 18:17:56 +00:00
parent d720114462
commit 12503180f4

97
api.lua
View File

@ -1,5 +1,5 @@
-- Mobs Api (6th December 2016)
-- Mobs Api (16th December 2016)
mobs = {}
mobs.mod = "redo"
@ -72,6 +72,7 @@ local atan = function(x)
return atann(x)
end
end
local atan2 = math.atan2
do_attack = function(self, player)
@ -362,7 +363,7 @@ function check_for_death(self)
obj:setvelocity({
x = random(-10, 10) / 9,
y = 5,
y = 6,
z = random(-10, 10) / 9,
})
end
@ -1211,16 +1212,10 @@ local follow_flop = function(self)
else
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
local yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
self.object:setyaw(yaw)
-- anyone but standing npc's can move along
@ -1320,17 +1315,12 @@ local do_states = function(self, dtime)
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
else
yaw = (random(0, 360) - 180) / 180 * pi
yaw = random() * 2 * pi
end
self.object:setyaw(yaw)
@ -1373,19 +1363,36 @@ local do_states = function(self, dtime)
lp = minetest.find_node_near(s, 1, {"group:lava"})
end
-- if something then avoid
if lp then
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
-- if mob in water or lava then look for land
if (self.lava_damage and minetest.registered_nodes[self.standing_in].groups.lava)
or (self.water_damage and minetest.registered_nodes[self.standing_in].groups.water) then
yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
"group:sand", "default:ice", "default:snowblock"})
if lp.x > s.x then
yaw = yaw + pi
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = atan2(vec.z, vec.x) + pi / 2 - self.rotate
else
yaw = random() * 2 * pi
end
else
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = atan2(vec.z, vec.x) + pi / 2 - self.rotate
end
self.object:setyaw(yaw)
@ -1393,7 +1400,7 @@ local do_states = function(self, dtime)
-- otherwise randomly turn
elseif random(1, 100) <= 30 then
local yaw = (random(0, 360) - 180) / 180 * pi
yaw = random() * 2 * pi
self.object:setyaw(yaw)
end
@ -1477,15 +1484,10 @@ local do_states = function(self, dtime)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
yaw = atan2(vec.z, vec.x) - pi / 2 - self.rotate
self.object:setyaw(yaw)
@ -1652,15 +1654,10 @@ local do_states = function(self, dtime)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
self.object:setyaw(yaw)
@ -1737,7 +1734,11 @@ local do_states = function(self, dtime)
})
end
-- punch player
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
@ -1769,11 +1770,7 @@ local do_states = function(self, dtime)
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
self.object:setyaw(yaw)
@ -1887,12 +1884,12 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
return
end
-- is mob protected?
if self.protected and hitter:is_player()
and minetest.is_protected(self.object:getpos(), hitter:get_player_name()) then
minetest.chat_send_player(hitter:get_player_name(), "Mob has been protected!")
return
end
-- is mob protected?
if self.protected and hitter:is_player()
and minetest.is_protected(self.object:getpos(), hitter:get_player_name()) then
minetest.chat_send_player(hitter:get_player_name(), "Mob has been protected!")
return
end
-- weapon wear