forked from mtcontrib/mobs_redo
added simple smooth rotation (thanks ThomasMonroe)
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5889886f3c
commit
d05bf9b489
81
api.lua
81
api.lua
@ -145,15 +145,27 @@ end
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-- set and return valid yaw
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local set_yaw = function(self, yaw)
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local set_yaw = function(self, yaw, delay)
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if not yaw or yaw ~= yaw then
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yaw = 0
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end
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self:setyaw(yaw)
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delay = delay or 0
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return yaw
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if delay == 0 then
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self.object:set_yaw(yaw)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return target_yaw
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end
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-- global function to set mob yaw
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function mobs:yaw(self, yaw, delay)
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set_yaw(self, yaw, delay)
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end
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@ -1457,7 +1469,7 @@ local runaway_from = function(self)
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yaw = yaw + pi
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end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 4)
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self.state = "runaway"
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self.runaway_timer = 3
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self.following = nil
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@ -1543,7 +1555,7 @@ local follow_flop = function(self)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 6)
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-- anyone but standing npc's can move along
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if dist > self.reach
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@ -1647,7 +1659,7 @@ local do_states = function(self, dtime)
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yaw = yaw + random(-0.5, 0.5)
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end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 8)
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end
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set_velocity(self, 0)
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@ -1721,7 +1733,7 @@ local do_states = function(self, dtime)
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if lp.x > s.x then yaw = yaw + pi end
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-- look towards land and jump/move in that direction
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 6)
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do_jump(self)
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set_velocity(self, self.walk_velocity)
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else
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@ -1740,14 +1752,14 @@ local do_states = function(self, dtime)
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if lp.x > s.x then yaw = yaw + pi end
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end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 8)
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-- otherwise randomly turn
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elseif random(1, 100) <= 30 then
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yaw = yaw + random(-0.5, 0.5)
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 8)
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end
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-- stand for great fall in front
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@ -1813,6 +1825,7 @@ local do_states = function(self, dtime)
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.path.way = nil
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return
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end
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@ -1828,7 +1841,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw)
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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@ -2016,7 +2029,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw)
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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@ -2119,7 +2132,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw)
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set_velocity(self, 0)
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@ -2445,7 +2458,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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yaw = yaw + pi
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end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 6)
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self.state = "runaway"
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self.runaway_timer = 0
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self.following = nil
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@ -2665,7 +2678,7 @@ local mob_activate = function(self, staticdata, def, dtime)
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-- set anything changed above
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self.object:set_properties(self)
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set_yaw(self.object, (random(0, 360) - 180) / 180 * pi)
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set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
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update_tag(self)
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set_animation(self, "stand")
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@ -2735,6 +2748,46 @@ local mob_step = function(self, dtime)
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falling(self, pos)
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-- smooth rotation by ThomasMonroe314
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if self.delay and self.delay > 0 then
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local yaw = self.object:get_yaw()
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if self.delay == 1 then
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yaw = self.target_yaw
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else
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local dif = abs(yaw - self.target_yaw)
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if yaw > self.target_yaw then
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if dif > pi then
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dif = 2 * pi - dif -- need to add
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yaw = yaw + dif / self.delay
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else
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yaw = yaw - dif / self.delay -- need to subtract
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end
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elseif yaw < self.target_yaw then
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if dif > pi then
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dif = 2 * pi - dif
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yaw = yaw - dif / self.delay -- need to subtract
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else
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yaw = yaw + dif / self.delay -- need to add
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end
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end
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if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
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if yaw < 0 then yaw = yaw + (pi * 2) end
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end
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self.delay = self.delay - 1
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self.object:set_yaw(yaw)
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end
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-- end rotation
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-- knockback timer
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if self.pause_timer > 0 then
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