add mob height check for glitching through blocks

This commit is contained in:
TenPlus1 2021-06-11 22:25:00 +01:00
parent f131806008
commit 6670938c3d
2 changed files with 63 additions and 5 deletions

13
api.lua
View File

@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20210601",
version = "20210610",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}
}
@ -3553,6 +3553,13 @@ function mobs:register_mob(name, def)
mobs.spawning_mobs[name] = {}
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- quick fix to stop mobs glitching through nodes if too small
if -collisionbox[2] + collisionbox[5] < 1.01 then
collisionbox[5] = collisionbox[2] + 0.99
end
minetest.register_entity(name, setmetatable({
stepheight = def.stepheight,
@ -3574,8 +3581,8 @@ minetest.register_entity(name, setmetatable({
lifetimer = def.lifetimer,
hp_min = max(1, (def.hp_min or 5) * difficulty),
hp_max = max(1, (def.hp_max or 10) * difficulty),
collisionbox = def.collisionbox,
selectionbox = def.selectionbox or def.collisionbox,
collisionbox = collisionbox, --def.collisionbox,
selectionbox = def.selectionbox or collisionbox, --def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
mesh = def.mesh,

View File

@ -22,6 +22,7 @@ end
local function node_is(pos)
local node = node_ok(pos)
if node.name == "air" then
@ -69,6 +70,7 @@ end
local function force_detach(player)
local attached_to = player:get_attach()
if not attached_to then
@ -97,7 +99,9 @@ minetest.register_on_leaveplayer(function(player)
end)
minetest.register_on_shutdown(function()
local players = minetest.get_connected_players()
for i = 1, #players do
force_detach(players[i])
end
@ -112,6 +116,7 @@ end)
-- Just for correct detaching
local function find_free_pos(pos)
local check = {
{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0},
@ -124,10 +129,14 @@ local function find_free_pos(pos)
}
for _, c in pairs(check) do
local npos = {x = pos.x + c.x, y = pos.y + c.y, z = pos.z + c.z}
local node = minetest.get_node_or_nil(npos)
if node and node.name then
local def = minetest.registered_nodes[node.name]
if def and not def.walkable and
def.liquidtype == "none" then
return npos
@ -141,6 +150,7 @@ end
-------------------------------------------------------------------------------
function mobs.attach(entity, player)
entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
@ -154,6 +164,7 @@ function mobs.attach(entity, player)
local attach_at = entity.driver_attach_at
local eye_offset = entity.driver_eye_offset
entity.driver = player
force_detach(player)
@ -170,6 +181,7 @@ function mobs.attach(entity, player)
})
minetest.after(0.2, function()
if player and player:is_player() then
player_api.set_animation(player, "sit", 30)
end
@ -183,9 +195,13 @@ function mobs.detach(player)
force_detach(player)
minetest.after(0.1, function()
if player and player:is_player() then
local pos = find_free_pos(player:get_pos())
pos.y = pos.y + 0.5
player:set_pos(pos)
end
end)
@ -193,8 +209,8 @@ end
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local yaw = entity.object:get_yaw() or 0
local yaw = entity.object:get_yaw() or 0
local rot_view = 0
if entity.player_rotation.y == 90 then
@ -208,14 +224,17 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- process controls
if entity.driver then
local ctrl = entity.driver:get_player_control()
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10
-- move backwards
elseif ctrl.down then
if entity.max_speed_reverse == 0 and entity.v == 0 then
return
end
@ -225,7 +244,9 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- mob rotation
local horz
if entity.alt_turn == true then
horz = yaw
if ctrl.left then
@ -243,21 +264,29 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
if can_fly then
-- fly up
if ctrl.jump then
velo.y = velo.y + 1
if velo.y > entity.accel then velo.y = entity.accel end
elseif velo.y > 0 then
velo.y = velo.y - 0.1
if velo.y < 0 then velo.y = 0 end
end
-- fly down
if ctrl.sneak then
velo.y = velo.y - 1
if velo.y < -entity.accel then velo.y = -entity.accel end
elseif velo.y < 0 then
velo.y = velo.y + 0.1
if velo.y > 0 then velo.y = 0 end
end
else
@ -274,6 +303,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- if not moving then set animation and return
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
mobs:set_animation(entity, stand_anim)
end
@ -292,8 +322,10 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.v = 0
return
end
@ -310,6 +342,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- Set position, velocity and acceleration
local p = entity.object:get_pos()
if not p then return end
local new_acce = {x = 0, y = -9.81, z = 0}
@ -320,18 +353,23 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local v = entity.v
if ni == "air" then
if can_fly == true then
new_acce.y = 0
end
elseif ni == "liquid" or ni == "lava" then
if ni == "lava" and entity.lava_damage ~= 0 then
entity.lava_counter = (entity.lava_counter or 0) + dtime
if entity.lava_counter > 1 then
minetest.sound_play("default_punch", {
object = entity.object,
max_hear_distance = 5
})
}, true)
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
@ -343,11 +381,14 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
local terrain_type = entity.terrain_type
if terrain_type == 2 or terrain_type == 3 then
new_acce.y = 0
p.y = p.y + 1
if node_is(p) == "liquid" then
if velo.y >= 5 then
velo.y = 5
elseif velo.y < 0 then
@ -357,7 +398,9 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
else
if abs(velo.y) < 1 then
local pos = entity.object:get_pos()
if not pos then return end
pos.y = floor(pos.y) + 0.5
@ -371,6 +414,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
local new_velo = get_velocity(v, yaw - rot_view, velo.y)
new_acce.y = new_acce.y + acce_y
entity.object:set_velocity(new_velo)
@ -382,6 +426,7 @@ end
-- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, _, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:get_velocity()
local dir = entity.driver:get_look_dir()
@ -397,6 +442,7 @@ if not ctrl or not velo then return end
})
elseif ctrl.down then
entity.object:set_velocity({
x = -dir.x * speed,
y = dir.y * speed + 2,
@ -411,6 +457,7 @@ if not ctrl or not velo then return end
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:get_pos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
@ -418,11 +465,15 @@ if not ctrl or not velo then return end
z = pos.z + 0 + dir.z * 2.5}, arrow)
local ent = obj:get_luaentity()
if ent then
ent.switch = 1 -- for mob specific arrows
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
yaw = entity.driver:get_look_horizontal()
obj:set_yaw(yaw + pi / 2)
obj:set_velocity(vec)
else