tweaked code, added NaN check for yaw

This commit is contained in:
TenPlus1 2017-01-07 19:35:00 +00:00
parent 7490006117
commit 4bcfa6b802
1 changed files with 50 additions and 47 deletions

97
api.lua
View File

@ -1,5 +1,5 @@
-- Mobs Api (6th January 2017)
-- Mobs Api (7th January 2017)
mobs = {}
mobs.mod = "redo"
@ -64,6 +64,7 @@ local abs = math.abs
local min = math.min
local max = math.max
local atann = math.atan
local atan2 = math.atan2
local random = math.random
local floor = math.floor
local atan = function(x)
@ -76,7 +77,6 @@ local atan = function(x)
return atann(x)
end
end
local atan2 = math.atan2
mob_sound = function(self, sound)
@ -106,14 +106,23 @@ do_attack = function(self, player)
end
set_yaw = function(self, yaw)
if yaw ~= yaw then
return
end
self.yaw = yaw
self.object:setyaw(yaw)
end
set_velocity = function(self, v)
local yaw = self.object:getyaw() + self.rotate or 0
self.object:setvelocity({
x = sin(yaw) * -v,
x = sin(self.yaw) * -v,
y = self.object:getvelocity().y,
z = cos(yaw) * v
z = cos(self.yaw) * v
})
end
@ -320,7 +329,8 @@ function check_for_death(self)
if show_health then
self.htimer = 2
self.nametag = "health: " .. self.health .. " of " .. self.hp_max
--self.nametag = "health: " .. self.health .. " of " .. self.hp_max
self.nametag = "" .. self.health .. " / " .. self.hp_max
update_tag(self)
end
@ -376,7 +386,7 @@ function check_for_death(self)
set_velocity(self, 0)
set_animation(self, "die")
minetest.after(1, function(self)
minetest.after(2, function(self)
self.object:remove()
end, self)
else
@ -412,9 +422,8 @@ local function is_at_cliff(self)
return false
end
local yaw = self.object:getyaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:getpos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -512,7 +521,7 @@ do_env_damage = function(self)
self.health = self.health - self.water_damage
effect(pos, 5, "bubble.png")
effect(pos, 5, "bubble.png", nil, nil, 1, nil)
end
-- lava or fire
@ -523,7 +532,7 @@ do_env_damage = function(self)
self.health = self.health - self.lava_damage
effect(pos, 5, "fire_basic_flame.png")
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
end
end
@ -553,9 +562,8 @@ do_jump = function(self)
end
-- where is front
local yaw = self.object:getyaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
-- what is in front of mob?
local nod = node_ok({
@ -614,17 +622,11 @@ function entity_physics(pos, radius)
local damage = floor((4 / dist) * radius)
local ent = objs[n]:get_luaentity()
if objs[n]:is_player() then
objs[n]:set_hp(objs[n]:get_hp() - damage)
else --if ent.health then
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
-- punches work on entities AND players
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
end
@ -934,7 +936,7 @@ function smart_mobs(self, s, p, dist, dtime)
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:getyaw() + pi / 2
local yaw1 = self.yaw + pi / 2
local p1 = {
x = s.x + cos(yaw1),
@ -1095,8 +1097,7 @@ local npc_attack = function(self)
obj = objs[n]:get_luaentity()
if obj
and obj.type == "monster" then
if obj and obj.type == "monster" then
p = obj.object:getpos()
@ -1190,7 +1191,8 @@ local follow_flop = function(self)
}
local yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
self.object:setyaw(yaw)
set_yaw(self, yaw)
-- anyone but standing npc's can move along
if dist > self.reach
@ -1264,7 +1266,7 @@ end
-- execute current state (stand, walk, run, attacks)
local do_states = function(self, dtime)
local yaw = 0
local yaw = self.yaw -- 0
if self.state == "stand" then
@ -1295,7 +1297,7 @@ local do_states = function(self, dtime)
yaw = random() * 2 * pi
end
self.object:setyaw(yaw)
set_yaw(self, yaw)
end
set_velocity(self, 0)
@ -1338,8 +1340,10 @@ local do_states = function(self, dtime)
if lp then
-- if mob in water or lava then look for land
if (self.lava_damage and minetest.registered_nodes[self.standing_in].groups.lava)
or (self.water_damage and minetest.registered_nodes[self.standing_in].groups.water) then
if (self.lava_damage
and minetest.registered_nodes[self.standing_in].groups.lava)
or (self.water_damage
and minetest.registered_nodes[self.standing_in].groups.water) then
lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
"group:sand", "default:ice", "default:snowblock"})
@ -1367,14 +1371,14 @@ local do_states = function(self, dtime)
yaw = atan2(vec.z, vec.x) + pi / 2 - self.rotate
end
self.object:setyaw(yaw)
set_yaw(self, yaw)
-- otherwise randomly turn
elseif random(1, 100) <= 30 then
yaw = random() * 2 * pi
self.object:setyaw(yaw)
set_yaw(self, yaw)
end
-- stand for great fall in front
@ -1461,7 +1465,7 @@ local do_states = function(self, dtime)
yaw = atan2(vec.z, vec.x) - pi / 2 - self.rotate
self.object:setyaw(yaw)
set_yaw(self, yaw)
if dist > self.reach then
@ -1624,7 +1628,7 @@ local do_states = function(self, dtime)
yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
self.object:setyaw(yaw)
set_yaw(self, yaw)
-- move towards enemy if beyond mob reach
if dist > self.reach then
@ -1731,7 +1735,7 @@ local do_states = function(self, dtime)
yaw = (atan2(vec.z, vec.x) - pi / 2) - self.rotate
self.object:setyaw(yaw)
set_yaw(self, yaw)
set_velocity(self, 0)
@ -1818,7 +1822,7 @@ local falling = function(self, pos)
self.health = self.health - floor(d - 5)
effect(pos, 5, "tnt_smoke.png")
effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
if check_for_death(self) then
return
@ -1932,7 +1936,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
effect(pos, self.blood_amount, self.blood_texture)
effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
end
-- do damage
@ -1998,7 +2002,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
yaw = yaw + pi
end
self.object:setyaw(yaw)
set_yaw(self, yaw)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
@ -2121,7 +2125,6 @@ local mob_activate = function(self, staticdata, dtime_s, def)
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
self.old_y = self.object:getpos().y
self.old_health = self.health
self.object:setyaw((random(0, 360) - 180) / 180 * pi)
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
@ -2131,6 +2134,7 @@ local mob_activate = function(self, staticdata, dtime_s, def)
-- set anything changed above
self.object:set_properties(self)
set_yaw(self, ((random(0, 360) - 180) / 180 * pi))
update_tag(self)
end
@ -2138,7 +2142,7 @@ end
local mob_step = function(self, dtime)
local pos = self.object:getpos()
local yaw = self.object:getyaw() or 0
local yaw = self.yaw
-- when lifetimer expires remove mob (except npc and tamed)
if self.type ~= "npc"
@ -2167,7 +2171,7 @@ local mob_step = function(self, dtime)
-- minetest.log("action",
-- S("lifetimer expired, removed @1", self.name))
effect(pos, 15, "tnt_smoke.png")
effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
self.object:remove()
@ -2314,7 +2318,6 @@ minetest.register_entity(name, {
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
--fov = def.fov or 120,
passive = def.passive or false,
recovery_time = def.recovery_time or 0.5,
knock_back = def.knock_back or 3,