tidy code, stop mob attacking if player isnt seen for 11 seconds

This commit is contained in:
tenplus1 2023-11-05 16:30:05 +00:00
parent 712f7f85fd
commit ac5486cc58
2 changed files with 65 additions and 123 deletions

185
api.lua
View File

@ -11,7 +11,7 @@ local use_mc2 = minetest.get_modpath("mcl_core")
-- Global
mobs = {
mod = "redo",
version = "20231028",
version = "20231105",
translate = S,
invis = minetest.global_exists("invisibility") and invisibility or {},
node_snow = minetest.registered_aliases["mapgen_snow"]
@ -90,7 +90,8 @@ local pathfinder_enable = settings:get_bool("mob_pathfinder_enable") or true
local pathfinding_stuck_timeout = tonumber(
settings:get("mob_pathfinding_stuck_timeout")) or 3.0
-- how long will mob follow path before giving up
local pathfinding_stuck_path_timeout = tonumber(settings:get("mob_pathfinding_stuck_path_timeout")) or 5.0
local pathfinding_stuck_path_timeout = tonumber(
settings:get("mob_pathfinding_stuck_path_timeout")) or 5.0
-- which algorithm to use, Dijkstra(default) or A*_noprefetch or A*
-- fix settings not allowing "*"
local pathfinding_algorithm = settings:get("mob_pathfinding_algorithm") or "Dijkstra"
@ -199,21 +200,20 @@ local mob_class_meta = {__index = mob_class}
-- play sound
function mob_class:mob_sound(sound)
if sound then
if not sound then return end
-- higher pitch for a child
local pitch = self.child and 1.5 or 1.0
-- higher pitch for a child
local pitch = self.child and 1.5 or 1.0
-- a little random pitch to be different
pitch = pitch + random(-10, 10) * 0.005
-- a little random pitch to be different
pitch = pitch + random(-10, 10) * 0.005
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = (self.sounds and self.sounds.distance) or 10,
pitch = pitch
}, true)
end
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = (self.sounds and self.sounds.distance) or 10,
pitch = pitch
}, true)
end
@ -450,75 +450,8 @@ function mobs:set_animation(entity, anim)
end
-- check line of sight (BrunoMine)
local function line_of_sight(self, pos1, pos2, stepsize)
stepsize = stepsize or 1
local s = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s == true then
return true
end
-- New pos1 to be analyzed
local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
-- Checks the return
if r == true then return true end
-- Nodename found
local nn = minetest.get_node(pos).name
-- Target Distance (td) to travel
local td = get_distance(pos1, pos2)
-- Actual Distance (ad) traveled
local ad = 0
-- It continues to advance in the line of sight in search of a real
-- obstruction which counts as 'walkable' nodebox.
while minetest.registered_nodes[nn]
and minetest.registered_nodes[nn].walkable == false do
-- Check if you can still move forward
if td < ad + stepsize then
return true -- Reached the target
end
-- Moves the analyzed pos
local d = get_distance(pos1, pos2)
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
-- NaN checks
if d == 0
or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then
return false
end
ad = ad + stepsize
-- scan again
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
if r == true then return true end
-- New Nodename found
nn = minetest.get_node(pos).name
end
return false
end
-- check line of sight using raycasting (thanks Astrobe)
local function ray_line_of_sight(self, pos1, pos2)
function mob_class:line_of_sight(pos1, pos2)
local ray = minetest.raycast(pos1, pos2, true, false)
local thing = ray:next()
@ -541,19 +474,9 @@ local function ray_line_of_sight(self, pos1, pos2)
return true
end
function mob_class:line_of_sight(pos1, pos2, stepsize)
if minetest.raycast then -- only use if minetest 5.0 is detected
return ray_line_of_sight(self, pos1, pos2)
end
return line_of_sight(self, pos1, pos2, stepsize)
end
-- global function [deprecated]
function mobs:line_of_sight(entity, pos1, pos2, stepsize)
return entity:line_of_sight(pos1, pos2, stepsize)
function mobs:line_of_sight(entity, pos1, pos2)
return entity:line_of_sight(pos1, pos2)
end
@ -715,7 +638,6 @@ end
-- Thanks Wuzzy for the editable settings
local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes
local CHILD_GROW_TIME = 60 * 20 -- 20 minutes
@ -1017,7 +939,7 @@ function mobs:node_ok(pos, fallback)
end
-- Returns true is node can deal damage to self
-- Returns true if node can deal damage to self
function mobs:is_node_dangerous(mob_object, nodename)
if mob_object.water_damage > 0
@ -1134,7 +1056,7 @@ function mob_class:do_env_damage()
end
-- lava damage
elseif self.lava_damage ~= 0 and self:is_inside("group:lava") then -- nodef.groups.lava then
elseif self.lava_damage ~= 0 and self:is_inside("group:lava") then
self.health = self.health - self.lava_damage
@ -1146,7 +1068,7 @@ function mob_class:do_env_damage()
end
-- fire damage
elseif self.fire_damage ~= 0 and self:is_inside("group:fire") then -- nodef.groups.fire then
elseif self.fire_damage ~= 0 and self:is_inside("group:fire") then
self.health = self.health - self.fire_damage
@ -1221,7 +1143,7 @@ function mob_class:do_env_damage()
if self.suffocation == true then
damage = 2
else
damage = (self.suffocation or 2)
damage = self.suffocation
end
self.health = self.health - damage
@ -1331,9 +1253,7 @@ local function entity_physics(pos, radius)
obj_pos = objs[n]:get_pos()
dist = get_distance(pos, obj_pos)
if dist < 1 then dist = 1 end
dist = max(1, get_distance(pos, obj_pos))
local damage = floor((4 / dist) * radius)
@ -2001,7 +1921,7 @@ function mob_class:general_attack()
-- choose closest player to attack that isnt self
if dist ~= 0
and dist < min_dist
and self:line_of_sight(sp, p, 2) == true
and self:line_of_sight(sp, p) == true
and not is_peaceful_player(player) then
min_dist = dist
min_player = player
@ -2037,7 +1957,6 @@ function mob_class:do_runaway_from()
if is_invisible(self, pname)
or self.owner == pname then
name = ""
else
player = objs[n]
@ -2066,7 +1985,7 @@ function mob_class:do_runaway_from()
dist = get_distance(p, s)
-- choose closest player/mob to runaway from
if dist < min_dist and self:line_of_sight(sp, p, 2) == true then
if dist < min_dist and self:line_of_sight(sp, p) == true then
min_dist = dist
min_player = player
end
@ -2238,6 +2157,21 @@ function mob_class:dogswitch(dtime)
end
-- stop attack
function mob_class:stop_attack()
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand", true)
end
-- execute current state (stand, walk, run, attacks)
function mob_class:do_states(dtime)
@ -2415,19 +2349,28 @@ function mob_class:do_states(dtime)
--print(" ** stop attacking **", self.name, self.health, dist, self.view_range)
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand", true)
self:stop_attack()
return
end
-- check enemy is in sight
local in_sight = self:line_of_sight(
{x = s.x, y = s.y + 0.5, z = s.z},
{x = p.x, y = p.y + 0.5, z = p.z})
-- stop attacking when enemy not seen for 11 seconds
if not in_sight then
self.target_time_lost = (self.target_time_lost or 0) + dtime
if self.target_time_lost > 11 then
self:stop_attack()
end
else
self.target_time_lost = 0
end
if self.attack_type == "explode" then
self:yaw_to_pos(p)
@ -2442,7 +2385,7 @@ function mob_class:do_states(dtime)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight(s, p, 2) then
and in_sight then
self.v_start = true
self.timer = 0
@ -2454,7 +2397,7 @@ function mob_class:do_states(dtime)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist > self.reach or not self:line_of_sight(s, p, 2)) then
and (dist > self.reach or not in_sight) then
--print("=== explosion timer stopped")
@ -2502,10 +2445,9 @@ function mob_class:do_states(dtime)
local pos = self.object:get_pos()
-- dont damage anything if area protected or next to waterpathfinding_max_jump
-- dont damage anything if area protected or next to water
if minetest.find_node_near(pos, 1, {"group:water"})
or minetest.is_protected(pos, "") then
node_break_radius = 1
end
@ -3521,7 +3463,6 @@ function mob_class:on_step(dtime, moveresult)
return
end
-- attack timer
self.timer = self.timer + dtime
-- never go over 100
@ -4156,7 +4097,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
end
-- compatibility with older mob registration
-- compatibility with older mob registration [DEPRECATED]
function mobs:register_spawn(name, nodes, max_light, min_light, chance,
active_object_count, max_height, day_toggle)
@ -4202,7 +4143,8 @@ function mobs:register_arrow(name, def)
textures = def.textures,
collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1},
glow = def.glow,
automatic_face_movement_dir = def.rotate and (def.rotate - (pi / 180)) or false,
automatic_face_movement_dir = def.rotate
and (def.rotate - (pi / 180)) or false,
},
velocity = def.velocity,
@ -4364,7 +4306,6 @@ end
-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)

View File

@ -395,13 +395,14 @@ another mod entirely, replace mob_class with the mob entity variable:
mob_class:mob_sound(sound) -- play sound at mob position
mob_class:do_attack(player) -- if not already attacking, attack object given
mob_class:stop_attack() -- stops mob attacking
mob_class:collision() -- checks for player collision with mob and returns {x, z} vector
mob_class:set_velocity(velocity) -- move at velocity in the facing direction
mob_class:get_velocity() -- returns mob speed value
mob_class:set_yaw(yaw, delay) -- change mob yaw, delay is for smooth rotation (default:0)
mob_class:yaw_to_pos(pos, delay) -- rotates mod to look at position and returns new yaw
mob_class:set_animation(animation, force) -- set mob animation
mob_class:line_of_sight(pos1, pos2, stepsize) -- internal line of sight function
mob_class:line_of_sight(pos1, pos2) -- internal line of sight function
mob_class:attempt_flight_correction(override) -- check for stuck flying mobs and fix
mob_class:update_tag(newname) -- update nametag or give new name
mob_class:do_jump() -- check if mob can jump then jump