tweak collision function

This commit is contained in:
TenPlus1 2018-09-15 10:20:18 +01:00
parent 830b1698ff
commit afb7e01b91

36
api.lua
View File

@ -6,7 +6,7 @@ local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20180914",
version = "20180915",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {},
}
@ -108,32 +108,37 @@ local do_attack = function(self, player)
end
-- collision function borrowed amended from jordan4ibanez open_ai mod
-- calculate distance
local get_distance = function(a, b)
local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
return square(x * x + y * y + z * z)
end
-- collision function based on similar from jordan4ibanez' open_ai mod
local collision = function(self)
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
local x = 0
local z = 0
local x, z = 0, 0
local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, width)) do
for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
if object:is_player()
or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
local force = (width + 0.5) - vector.distance(
{x = pos.x, y = 0, z = pos.z},
{x = pos2.x, y = 0, z = pos2.z})
x = x + (vec.x * force)
z = z + (vec.z * force)
x = x + vec.x
z = z + vec.z
end
end
return({x,z})
return({x, z})
end
@ -250,15 +255,6 @@ function mobs:set_animation(self, anim)
end
-- calculate distance
local get_distance = function(a, b)
local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
return square(x * x + y * y + z * z)
end
-- check line of sight (by BrunoMine, tweaked by Astrobe)
local line_of_sight = function(self, pos1, pos2, stepsize)