Update do_jump function, tidied code

This commit is contained in:
TenPlus1 2017-03-10 16:05:37 +00:00
parent 1fbf0ff331
commit 1f0969e6d3
2 changed files with 35 additions and 145 deletions

173
api.lua
View File

@ -1,5 +1,5 @@
-- Mobs Api (7th March 2017) -- Mobs Api (10th March 2017)
mobs = {} mobs = {}
mobs.mod = "redo" mobs.mod = "redo"
@ -99,27 +99,13 @@ do_attack = function(self, player)
end end
set_yaw = function(self, yaw)
if yaw ~= yaw then
-- print ("--- yaw nan")
return
end
self.yaw = yaw -- + self.rotate
self.object:setyaw(self.yaw)
end
set_velocity = function(self, v) set_velocity = function(self, v)
local yaw = self.object:getyaw() + self.rotate local yaw = self.object:getyaw() + self.rotate
self.object:setvelocity({ self.object:setvelocity({
-- x = sin(self.yaw) * -v,
x = sin(yaw) * -v, x = sin(yaw) * -v,
y = self.object:getvelocity().y, y = self.object:getvelocity().y,
-- z = cos(self.yaw) * v
z = cos(yaw) * v z = cos(yaw) * v
}) })
end end
@ -228,7 +214,6 @@ end
-- are we flying in what we are suppose to? (taikedz) -- are we flying in what we are suppose to? (taikedz)
local function flight_check(self, pos_w) local function flight_check(self, pos_w)
-- local nod = minetest.get_node(pos_w).name
local nod = self.standing_in local nod = self.standing_in
if type(self.fly_in) == "string" if type(self.fly_in) == "string"
@ -249,41 +234,6 @@ local function flight_check(self, pos_w)
end end
-- check line of sight for walkers and swimmers alike (deprecated)
function line_of_sight_water(self, pos1, pos2, stepsize)
local s, pos_w = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s == true then
return true
end
-- swimming mobs can see you through water
if s == false
and self.fly
and self.fly_in == "default:water_source" then
local nod = minetest.get_node(pos_w).name
if nod == "default:water_source"
or nod == "default:water_flowing" then
return true
end
-- just incase we have a special node for flying/swimming mobs
elseif s == false
and self.fly
and flight_check(self, pos_w) then
return true
end
return false
end
-- particle effects -- particle effects
function effect(pos, amount, texture, min_size, max_size, radius, gravity) function effect(pos, amount, texture, min_size, max_size, radius, gravity)
@ -364,7 +314,6 @@ function check_for_death(self)
if show_health then if show_health then
self.htimer = 2 self.htimer = 2
--self.nametag = "health: " .. self.health .. " of " .. self.hp_max
self.nametag = "" .. self.health .. " / " .. self.hp_max self.nametag = "" .. self.health .. " / " .. self.hp_max
update_tag(self) update_tag(self)
@ -459,8 +408,6 @@ local function is_at_cliff(self)
end end
local yaw = self.object:getyaw() local yaw = self.object:getyaw()
-- local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
-- local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:getpos() local pos = self.object:getpos()
@ -561,7 +508,6 @@ do_env_damage = function(self)
self.health = self.health - self.water_damage self.health = self.health - self.water_damage
effect(pos, 5, "bubble.png", nil, nil, 1, nil) effect(pos, 5, "bubble.png", nil, nil, 1, nil)
-- end
-- lava or fire -- lava or fire
elseif self.lava_damage ~= 0 elseif self.lava_damage ~= 0
@ -591,9 +537,18 @@ end
-- jump if facing a solid node (not fences or gates) -- jump if facing a solid node (not fences or gates)
do_jump = function(self) do_jump = function(self)
if self.fly if not self.jump
or self.jump_height == 0
or self.fly
or self.child then or self.child then
return return false
end
-- something stopping us while moving?
if self.state ~= "stand"
and get_velocity(self) > 0.5
and self.object:getvelocity().y ~= 0 then
return false
end end
local pos = self.object:getpos() local pos = self.object:getpos()
@ -607,12 +562,10 @@ do_jump = function(self)
--print ("standing on:", nod.name, pos.y) --print ("standing on:", nod.name, pos.y)
if minetest.registered_nodes[nod.name].walkable == false then if minetest.registered_nodes[nod.name].walkable == false then
return return false
end end
-- where is front -- where is front
-- local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
-- local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
@ -625,7 +578,7 @@ do_jump = function(self)
-- thin blocks that do not need to be jumped -- thin blocks that do not need to be jumped
if nod.name == "default:snow" then if nod.name == "default:snow" then
return return false
end end
--print ("in front:", nod.name, pos.y + 0.5) --print ("in front:", nod.name, pos.y + 0.5)
@ -637,12 +590,18 @@ do_jump = function(self)
local v = self.object:getvelocity() local v = self.object:getvelocity()
v.y = self.jump_height + 1 v.y = self.jump_height -- + 1
set_animation(self, "jump") -- only when defined
self.object:setvelocity(v) self.object:setvelocity(v)
mob_sound(self, self.sounds.jump) mob_sound(self, self.sounds.jump)
return true
end end
return false
end end
@ -951,7 +910,7 @@ function smart_mobs(self, s, p, dist, dtime)
p1.y = floor(p1.y + 0.5) p1.y = floor(p1.y + 0.5)
p1.z = floor(p1.z + 0.5) p1.z = floor(p1.z + 0.5)
self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch") self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra")
-- attempt to unstick mob that is "daydreaming" -- attempt to unstick mob that is "daydreaming"
self.object:setpos({ self.object:setpos({
@ -1000,9 +959,7 @@ function smart_mobs(self, s, p, dist, dtime)
else -- dig 2 blocks to make door toward player direction else -- dig 2 blocks to make door toward player direction
-- local yaw1 = self.yaw + pi / 2
local yaw1 = self.object:getyaw() + pi / 2 local yaw1 = self.object:getyaw() + pi / 2
local p1 = { local p1 = {
x = s.x + cos(yaw1), x = s.x + cos(yaw1),
y = s.y, y = s.y,
@ -1128,7 +1085,6 @@ local monster_attack = function(self)
-- field of view check goes here -- field of view check goes here
-- choose closest player to attack -- choose closest player to attack
-- if line_of_sight_water(self, sp, p, 2) == true
if line_of_sight(self, sp, p, 2) == true if line_of_sight(self, sp, p, 2) == true
and dist < min_dist then and dist < min_dist then
min_dist = dist min_dist = dist
@ -1256,27 +1212,16 @@ local follow_flop = function(self)
z = p.z - s.z z = p.z - s.z
} }
-- local yaw = atan2(vec.z, vec.x) - pi / 2
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
-- anyone but standing npc's can move along -- anyone but standing npc's can move along
if dist > self.reach if dist > self.reach
and self.order ~= "stand" then and self.order ~= "stand" then
if (self.jump
and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0
and self.jump_chance > 0) then
do_jump(self)
end
set_velocity(self, self.walk_velocity) set_velocity(self, self.walk_velocity)
if self.walk_chance ~= 0 then if self.walk_chance ~= 0 then
@ -1339,7 +1284,7 @@ end
-- execute current state (stand, walk, run, attacks) -- execute current state (stand, walk, run, attacks)
local do_states = function(self, dtime) local do_states = function(self, dtime)
local yaw = 0 -- self.yaw local yaw = 0
if self.state == "stand" then if self.state == "stand" then
@ -1365,17 +1310,14 @@ local do_states = function(self, dtime)
z = lp.z - s.z z = lp.z - s.z
} }
-- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end if lp.x > s.x then yaw = yaw + pi end
else else
-- yaw = random() * 2 * pi
yaw = (random(0, 360) - 180) / 180 * pi yaw = (random(0, 360) - 180) / 180 * pi
end end
self.object:setyaw(yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
end end
set_velocity(self, 0) set_velocity(self, 0)
@ -1434,12 +1376,10 @@ local do_states = function(self, dtime)
z = lp.z - s.z z = lp.z - s.z
} }
-- yaw = atan2(vec.z, vec.x) + pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end if lp.x > s.x then yaw = yaw + pi end
else else
-- yaw = random() * 2 * pi
yaw = (random(0, 360) - 180) / 180 * pi yaw = (random(0, 360) - 180) / 180 * pi
end end
@ -1450,14 +1390,12 @@ local do_states = function(self, dtime)
z = lp.z - s.z z = lp.z - s.z
} }
-- yaw = atan2(vec.z, vec.x) + pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end if lp.x > s.x then yaw = yaw + pi end
end end
self.object:setyaw(yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
-- otherwise randomly turn -- otherwise randomly turn
elseif random(1, 100) <= 30 then elseif random(1, 100) <= 30 then
@ -1465,21 +1403,11 @@ local do_states = function(self, dtime)
yaw = random() * 2 * pi yaw = random() * 2 * pi
self.object:setyaw(yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
end end
-- stand for great fall in front -- stand for great fall in front
local temp_is_cliff = is_at_cliff(self) local temp_is_cliff = is_at_cliff(self)
-- jump when walking comes to a halt
if temp_is_cliff == false
and self.jump
and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0 then
do_jump(self)
end
if temp_is_cliff if temp_is_cliff
or random(1, 100) <= 30 then or random(1, 100) <= 30 then
@ -1516,14 +1444,6 @@ local do_states = function(self, dtime)
set_animation(self, "walk") set_animation(self, "walk")
end end
-- jump when walking comes to a halt
if self.jump
and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0 then
do_jump(self)
end
-- attack routines (explode, dogfight, shoot, dogshoot) -- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then elseif self.state == "attack" then
@ -1558,13 +1478,11 @@ local do_states = function(self, dtime)
z = p.z - s.z z = p.z - s.z
} }
-- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
if dist > self.reach then if dist > self.reach then
@ -1578,12 +1496,6 @@ local do_states = function(self, dtime)
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
if get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0 then
do_jump(self)
end
set_velocity(self, self.run_velocity) set_velocity(self, self.run_velocity)
end end
@ -1631,7 +1543,7 @@ local do_states = function(self, dtime)
pos.y = pos.y - 1 pos.y = pos.y - 1
mobs:explosion(pos, radius, 0, 1, self.sounds.explode) mobs:explosion(pos, radius, 1, 1, self.sounds.explode)
self.object:remove() self.object:remove()
@ -1653,7 +1565,6 @@ local do_states = function(self, dtime)
local p_y = floor(p2.y + 1) local p_y = floor(p2.y + 1)
local v = self.object:getvelocity() local v = self.object:getvelocity()
-- if nod.name == self.fly_in then
if flight_check(self, s) then if flight_check(self, s) then
if me_y < p_y then if me_y < p_y then
@ -1726,13 +1637,11 @@ local do_states = function(self, dtime)
z = p.z - s.z z = p.z - s.z
} }
-- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
@ -1744,16 +1653,6 @@ local do_states = function(self, dtime)
smart_mobs(self, s, p, dist, dtime) smart_mobs(self, s, p, dist, dtime)
end end
-- jump attack
if (self.jump
and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0
and self.jump_chance > 0) then
do_jump(self)
end
if is_at_cliff(self) then if is_at_cliff(self) then
set_velocity(self, 0) set_velocity(self, 0)
@ -1793,10 +1692,9 @@ local do_states = function(self, dtime)
local p2 = p local p2 = p
local s2 = s local s2 = s
p2.y = p2.y + .5--1.5 p2.y = p2.y + .5
s2.y = s2.y + .5--1.5 s2.y = s2.y + .5
-- if line_of_sight_water(self, p2, s2) == true then
if line_of_sight(self, p2, s2) == true then if line_of_sight(self, p2, s2) == true then
-- play attack sound -- play attack sound
@ -1838,13 +1736,11 @@ local do_states = function(self, dtime)
z = p.z - s.z z = p.z - s.z
} }
-- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
set_velocity(self, 0) set_velocity(self, 0)
@ -1928,7 +1824,7 @@ local falling = function(self, pos)
if self.fall_damage == 1 if self.fall_damage == 1
and self.object:getvelocity().y == 0 then and self.object:getvelocity().y == 0 then
local d = (self.old_y or 0) - self.object:getpos().y -- remove or 0 local d = (self.old_y or 0) - self.object:getpos().y
if d > 5 then if d > 5 then
@ -2119,7 +2015,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
yaw = yaw + pi yaw = yaw + pi
end end
set_yaw(self, yaw) self.object:setyaw(yaw)
self.state = "runaway" self.state = "runaway"
self.runaway_timer = 0 self.runaway_timer = 0
self.following = nil self.following = nil
@ -2256,7 +2152,6 @@ local mob_activate = function(self, staticdata, dtime_s, def)
-- set anything changed above -- set anything changed above
self.object:set_properties(self) self.object:set_properties(self)
-- set_yaw(self, random() * 2 * pi)
self.object:setyaw((random(0, 360) - 180) / 180 * pi) self.object:setyaw((random(0, 360) - 180) / 180 * pi)
update_tag(self) update_tag(self)
end end
@ -2265,7 +2160,6 @@ end
local mob_step = function(self, dtime) local mob_step = function(self, dtime)
local pos = self.object:getpos() local pos = self.object:getpos()
-- local yaw = self.yaw
local yaw = 0 local yaw = 0
-- when lifetimer expires remove mob (except npc and tamed) -- when lifetimer expires remove mob (except npc and tamed)
@ -2370,6 +2264,8 @@ local mob_step = function(self, dtime)
follow_flop(self) follow_flop(self)
do_jump(self)
do_states(self, dtime) do_states(self, dtime)
end end
@ -2398,9 +2294,6 @@ function mobs:register_mob(name, def)
minetest.register_entity(name, { minetest.register_entity(name, {
--automatic_face_movement_dir = def.rotate and math.rad(def.rotate) or false,
--automatic_face_movement_max_rotation_per_sec = -1,
stepheight = def.stepheight or 0.6, stepheight = def.stepheight or 0.6,
name = name, name = name,
type = def.type, type = def.type,
@ -2412,7 +2305,6 @@ minetest.register_entity(name, {
on_die = def.on_die, on_die = def.on_die,
do_custom = def.do_custom, do_custom = def.do_custom,
jump_height = def.jump_height or 6, jump_height = def.jump_height or 6,
jump_chance = def.jump_chance or 0,
drawtype = def.drawtype, -- DEPRECATED, use rotate instead drawtype = def.drawtype, -- DEPRECATED, use rotate instead
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
lifetimer = def.lifetimer or 180, -- 3 minutes lifetimer = def.lifetimer or 180, -- 3 minutes
@ -2441,7 +2333,7 @@ minetest.register_entity(name, {
sounds = def.sounds or {}, sounds = def.sounds or {},
animation = def.animation, animation = def.animation,
follow = def.follow, follow = def.follow,
jump = def.jump or true, jump = def.jump ~= false,
walk_chance = def.walk_chance or 50, walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false, attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false, group_attack = def.group_attack or false,
@ -2523,7 +2415,7 @@ minetest.register_entity(name, {
local tmp = {} local tmp = {}
for _,stat in pairs(self) do for _,stat in ipairs(self) do
local t = type(stat) local t = type(stat)
@ -2897,7 +2789,6 @@ function mobs:register_arrow(name, def)
local node = node_ok(pos).name local node = node_ok(pos).name
if minetest.registered_nodes[node].walkable then if minetest.registered_nodes[node].walkable then
--if node ~= "air" then
self.hit_node(self, pos, node) self.hit_node(self, pos, node)

View File

@ -1,5 +1,5 @@
MOB API (7th March 2017) MOB API (10th March 2017)
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest. The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
@ -42,14 +42,13 @@ This functions registers a new mob as a Minetest entity.
'makes_footstep_sound' same is in minetest.register_entity() 'makes_footstep_sound' same is in minetest.register_entity()
'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"} 'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"}
'view_range' the range in that the monster will see the playerand follow him 'view_range' the range in that the monster will see the playerand follow him
'walk_chance' chance of mob walking around 'walk_chance' chance of mob walking around, set above to 0 for jumping mob only
'jump_chance' chance of mob jumping around, set above to 0 for jumping mob only
'walk_velocity' the velocity when the monster is walking around 'walk_velocity' the velocity when the monster is walking around
'run_velocity' the velocity when the monster is attacking a player 'run_velocity' the velocity when the monster is attacking a player
'runaway' when true mob will turn and run away when punched 'runaway' when true mob will turn and run away when punched
'stepheight' minimum node height mob can walk onto without jumping (default: 0.6) 'stepheight' minimum node height mob can walk onto without jumping (default: 0.6)
'jump' can mob jump, true or false 'jump' can mob jump, true or false
'jump_height' height mob can jump, default is 6 'jump_height' height mob can jump, default is 6 (0 to disable jump)
'fly' can mob fly, true or false (used for swimming mobs also) 'fly' can mob fly, true or false (used for swimming mobs also)
'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish 'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish
'damage' the damage per second 'damage' the damage per second