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https://codeberg.org/tenplus1/mobs_redo.git
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if mob jumps against wall 4 times then turn, moved back to old line_of_sight function
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e545cc80f4
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91
api.lua
91
api.lua
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@ -6,7 +6,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mobs = {
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mod = "redo",
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mod = "redo",
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version = "20181005",
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version = "20181101",
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intllib = S,
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intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {},
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invis = minetest.global_exists("invisibility") and invisibility or {},
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}
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}
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@ -255,9 +255,80 @@ function mobs:set_animation(self, anim)
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end
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end
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-- check line of sight (by BrunoMine, tweaked by Astrobe)
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-- check line of sight (BrunoMine)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = get_distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and (minetest.registered_nodes[nn].walkable == false) do
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-- or minetest.registered_nodes[nn].drawtype == "nodebox") do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = get_distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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-- check line of sight (by BrunoMine, tweaked by Astrobe)
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local NEW_line_of_sight = function(self, pos1, pos2, stepsize)
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if not pos1 or not pos2 then return end
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if not pos1 or not pos2 then return end
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stepsize = stepsize or 1
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stepsize = stepsize or 1
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@ -794,6 +865,22 @@ local do_jump = function(self)
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self.facing_fence = true
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self.facing_fence = true
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end
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end
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-- if we jumped against a block/wall 4 times then turn
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if self.object:get_velocity().x ~= 0
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and self.object:get_velocity().z ~= 0 then
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self.jump_count = (self.jump_count or 0) + 1
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if self.jump_count == 4 then
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 1.35, 8)
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self.jump_count = 0
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end
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end
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return true
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return true
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end
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end
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3
api.txt
3
api.txt
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@ -126,7 +126,8 @@ functions needed for the mob to work properly which contains the following:
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate
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player, set to 2 so they can build/break also (only
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player, set to 2 so they can build/break also (only
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works with dogfight attack and when 'mobs_griefing'
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works with dogfight attack and when 'mobs_griefing'
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in minetest.conf is not false).
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in minetest.conf is not false). Adding {unbreakable=1}
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to node groups stops them being broken by mobs.
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'immune_to' is a table that holds specific damage when being hit by
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'immune_to' is a table that holds specific damage when being hit by
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certain items e.g.
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certain items e.g.
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{"default:sword_wood", 0} -- causes no damage.
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{"default:sword_wood", 0} -- causes no damage.
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