tweak attack functions to use line of sight better

This commit is contained in:
TenPlus1 2018-05-05 15:40:32 +01:00
parent bdfce20c28
commit a089d27db8
1 changed files with 20 additions and 22 deletions

42
api.lua
View File

@ -3,7 +3,7 @@
mobs = {} mobs = {}
mobs.mod = "redo" mobs.mod = "redo"
mobs.version = "20180504" mobs.version = "20180505"
-- Intllib -- Intllib
@ -1384,25 +1384,21 @@ local monster_attack = function(self)
and (type == "player" or type == "npc" and (type == "player" or type == "npc"
or (type == "animal" and self.attack_animals == true)) then or (type == "animal" and self.attack_animals == true)) then
s = self.object:get_pos()
p = player:get_pos() p = player:get_pos()
sp = s sp = s
dist = get_distance(p, s)
-- aim higher to make looking up hills more realistic -- aim higher to make looking up hills more realistic
p.y = p.y + 1 p.y = p.y + 1
sp.y = sp.y + 1 sp.y = sp.y + 1
dist = get_distance(p, s)
if dist < self.view_range then -- choose closest player to attack
-- field of view check goes here if dist < min_dist
and line_of_sight(self, sp, p, 2) == true then
-- choose closest player to attack min_dist = dist
if line_of_sight(self, sp, p, 2) == true min_player = player
and dist < min_dist then
min_dist = dist
min_player = player
end
end end
end end
end end
@ -1435,10 +1431,16 @@ local npc_attack = function(self)
if obj and obj.type == "monster" then if obj and obj.type == "monster" then
p = obj.object:get_pos() p = obj.object:get_pos()
sp = s
dist = get_distance(p, s) dist = get_distance(p, s)
if dist < min_dist then -- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
if dist < min_dist
and line_of_sight(self, sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = obj.object min_player = obj.object
end end
@ -1512,7 +1514,6 @@ local runaway_from = function(self)
if name ~= "" and name ~= self.name if name ~= "" and name ~= self.name
and specific_runaway(self.runaway_from, name) then and specific_runaway(self.runaway_from, name) then
s = self.object:get_pos()
p = player:get_pos() p = player:get_pos()
sp = s sp = s
@ -1522,15 +1523,12 @@ local runaway_from = function(self)
dist = get_distance(p, s) dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player/mpb to runaway from -- choose closest player/mpb to runaway from
if line_of_sight(self, sp, p, 2) == true if dist < min_dist
and dist < min_dist then and line_of_sight(self, sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = player min_player = player
end
end end
end end
end end