simplify mobs floating in water

This commit is contained in:
TenPlus1 2021-03-18 20:23:55 +00:00
parent 774ce6671f
commit 0f1f3b4fb3
1 changed files with 7 additions and 24 deletions

31
api.lua
View File

@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20210310",
version = "20210318",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}
}
@ -2697,34 +2697,17 @@ function mob_class:falling(pos)
-- sanity check
if not v then return end
local fall_speed = -10 -- gravity
-- don't exceed mob fall speed
if v.y < self.fall_speed then
fall_speed = self.fall_speed
end
local fall_speed = self.fall_speed
-- in water then use liquid viscosity for float/sink speed
if (self.standing_in
and minetest.registered_nodes[self.standing_in].groups.liquid)
or (self.standing_on
and minetest.registered_nodes[self.standing_in].groups.liquid) then
if self.floats == 1 and self.standing_in
and minetest.registered_nodes[self.standing_in].groups.liquid then
local visc = min(
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1
if self.floats == 1 then
-- floating up
if visc > 0 then
fall_speed = max(1, v.y) / (visc + 1)
end
else
-- sinking down
if visc > 0 then
fall_speed = -(max(1, v.y) / (visc + 1))
end
end
self.object:set_velocity({x = v.x, y = 0.6, z = v.z})
fall_speed = -1.2 / visc
else
-- fall damage onto solid ground