forked from mtcontrib/mobs_redo
new line_of_sight function by BrunoMine and flight_check by taikedz
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api.lua
129
api.lua
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@ -1,5 +1,5 @@
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-- Mobs Api (7th January 2017)
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-- Mobs Api (17th January 2017)
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mobs = {}
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mobs.mod = "redo"
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@ -208,6 +208,96 @@ set_animation = function(self, type)
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end
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end
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-- Get distance
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local get_distance = function(a, b)
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local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
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return square(x * x + y * y + z * z)
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end
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-- check line of sight (BrunoMine)
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function line_of_sight(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = get_distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real obstruction.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = get_distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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-- are we flying in what we are suppose to? (taikedz)
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local function flight_check(self, pos_w)
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local nod = minetest.get_node(pos_w).name
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if type(self.fly_in) == "string"
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and ( nod == self.fly_in or nod == self.fly_in:gsub("_source", "_flowing") ) then
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return true
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elseif type(self.fly_in) == "table" then
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for _,fly_in in pairs(self.fly_in) do
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if nod == fly_in or nod == fly_in:gsub("_source", "_flowing") then
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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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-- check line of sight for walkers and swimmers alike
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function line_of_sight_water(self, pos1, pos2, stepsize)
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@ -235,13 +325,8 @@ function line_of_sight_water(self, pos1, pos2, stepsize)
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-- just incase we have a special node for flying/swimming mobs
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elseif s == false
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and self.fly
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and self.fly_in then
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local nod = minetest.get_node(pos_w).name
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if nod == self.fly_in then
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return true
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end
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and flight_check(self, pos_w) then
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return true
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end
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return false
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@ -1063,7 +1148,8 @@ local monster_attack = function(self)
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-- field of view check goes here
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-- choose closest player to attack
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if line_of_sight_water(self, sp, p, 2) == true
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-- if line_of_sight_water(self, sp, p, 2) == true
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if line_of_sight(self, sp, p, 2) == true
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and dist < min_dist then
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min_dist = dist
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min_player = player
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@ -1222,17 +1308,20 @@ local follow_flop = function(self)
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end
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end
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-- water swimmers flop when on land
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if self.fly
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and self.fly_in == "default:water_source"
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and self.standing_in ~= self.fly_in then
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-- swimmers flop when out of their element, and swim again when back in
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if self.fly then
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local s = self.object:getpos()
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if not flight_check(self, s) then
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self.state = "flop"
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self.object:setvelocity({x = 0, y = -5, z = 0})
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self.state = "flop"
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self.object:setvelocity({x = 0, y = -5, z = 0})
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set_animation(self, "stand")
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set_animation(self, "stand")
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return
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return
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elseif self.state == "flop" then
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self.state = "stand"
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end
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end
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end
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@ -1554,7 +1643,8 @@ local do_states = function(self, dtime)
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local p_y = floor(p2.y + 1)
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local v = self.object:getvelocity()
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if nod.name == self.fly_in then
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-- if nod.name == self.fly_in then
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if flight_check(self, s) then
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if me_y < p_y then
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@ -1692,7 +1782,8 @@ local do_states = function(self, dtime)
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p2.y = p2.y + .5--1.5
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s2.y = s2.y + .5--1.5
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if line_of_sight_water(self, p2, s2) == true then
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-- if line_of_sight_water(self, p2, s2) == true then
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if line_of_sight(self, p2, s2) == true then
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-- play attack sound
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mob_sound(self, self.sounds.attack)
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