harden is_player checks

This commit is contained in:
tenplus1 2023-07-26 17:43:40 +01:00
parent e2ee5c62c7
commit 07dce8208b
3 changed files with 46 additions and 19 deletions

41
api.lua
View File

@ -260,6 +260,15 @@ local get_distance = function(a, b)
end
-- are we a real player ?
local function is_player(player)
if player and type(player) == "userdata" and minetest.is_player(player) then
return true
end
end
-- collision function based on jordan4ibanez' open_ai mod
function mob_class:collision()
@ -270,7 +279,7 @@ function mob_class:collision()
for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
if object:is_player() then
if is_player(object) then
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
@ -800,7 +809,7 @@ function mob_class:item_drop()
-- was mob killed by player?
local death_by_player = self.cause_of_death
and self.cause_of_death.puncher
and self.cause_of_death.puncher:is_player()
and is_player(self.cause_of_death.puncher)
-- check for tool 'looting_level' under tool_capabilities as default, or use
-- meta string 'looting_level' if found (max looting level is 3).
@ -1954,7 +1963,7 @@ function mob_class:general_attack()
local ent = objs[n]:get_luaentity()
-- are we a player?
if objs[n]:is_player() then
if is_player(objs[n]) then
-- if player invisible or mob cannot attack then remove from list
if not damage_enabled
@ -2052,7 +2061,7 @@ function mob_class:do_runaway_from()
-- loop through entities surrounding mob
for n = 1, #objs do
if objs[n]:is_player() then
if is_player(objs[n]) then
pname = objs[n]:get_player_name()
@ -2156,7 +2165,7 @@ function mob_class:follow_flop()
end
else
-- stop following player if not holding specific item or mob is horny
if self.following and self.following:is_player()
if self.following and is_player(self.following)
and (self:follow_holding(self.following) == false or self.horny) then
self.following = nil
end
@ -2169,7 +2178,7 @@ function mob_class:follow_flop()
local s = self.object:get_pos()
local p
if self.following:is_player() then
if is_player(self.following) then
p = self.following:get_pos()
elseif self.following.object then
p = self.following.object:get_pos()
@ -2316,7 +2325,7 @@ function mob_class:do_states(dtime)
for n = 1, #objs do
if objs[n]:is_player() then
if is_player(objs[n]) then
lp = objs[n]:get_pos()
break
end
@ -2428,7 +2437,7 @@ function mob_class:do_states(dtime)
or not self.attack
or not self.attack:get_pos()
or self.attack:get_hp() <= 0
or (self.attack:is_player()
or (is_player(self.attack)
and is_invisible(self, self.attack:get_player_name())) then
--print(" ** stop attacking **", self.name, self.health, dist, self.view_range)
@ -2819,7 +2828,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
if self.protected then
-- did player hit mob and if so is it in protected area
if hitter:is_player() then
if is_player(hitter) then
local player_name = hitter:get_player_name()
@ -2880,7 +2889,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
-- check if hit by player item or entity
local hit_item = weapon_def.name
if not hitter:is_player() then
if not is_player(hitter) then
hit_item = hitter:get_luaentity().name
end
@ -2987,7 +2996,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
local entity = hitter and hitter:get_luaentity()
-- check if arrow from same mob, if so then do no damage
if (entity and entity.name ~= self.arrow) or hitter:is_player() then
if (entity and entity.name ~= self.arrow) or is_player(hitter) then
self.health = self.health - floor(damage)
end
end
@ -3350,7 +3359,7 @@ function mob_class:mob_expire(pos, dtime)
for n = 1, #objs do
if objs[n]:is_player() then
if is_player(objs[n]) then
self.lifetimer = 20
@ -3730,7 +3739,7 @@ local function count_mobs(pos, type)
for n = 1, #objs do
if not objs[n]:is_player() then
if not is_player(objs[n]) then
ent = objs[n]:get_luaentity()
@ -4052,7 +4061,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
for n = 1, #objs do
if objs[n]:is_player() then
if is_player(objs[n]) then
--print("--- player too close", name)
return
end
@ -4248,7 +4257,7 @@ function mobs:register_arrow(name, def)
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
if self.hit_player and player:is_player() then
if self.hit_player and is_player(player) then
self:hit_player(player)
@ -4496,7 +4505,7 @@ end
function mobs:capture_mob(
self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
if not self or not clicker:is_player() or not clicker:get_inventory() then
if not self or not is_player(clicker) or not clicker:get_inventory() then
return false
end

View File

@ -174,6 +174,15 @@ local function find_free_pos(pos)
end
-- are we a real player ?
local function is_player(player)
if player and type(player) == "userdata" and minetest.is_player(player) then
return true
end
end
function mobs.attach(entity, player)
entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
@ -212,7 +221,7 @@ function mobs.attach(entity, player)
minetest.after(0.2, function()
if player and player:is_player() then
if is_player(player) then
if is_50 then
player_api.set_animation(player, "sit", 30)

View File

@ -1,8 +1,17 @@
local S = mobs.intllib
-- mob spawner
-- are we a real player ?
local function is_player(player)
if player and type(player) == "userdata" and minetest.is_player(player) then
return true
end
end
-- mob spawner
local spawner_default = "mobs_animal:pumba 10 15 0 0 0"
minetest.register_node("mobs:spawner", {
@ -148,7 +157,7 @@ minetest.register_abm({
for _, oir in pairs(objsp) do
if oir:is_player() then
if is_player(oir) then
in_range = 1