tweaked pathfinding with 2 modes, 1 to find, 2 to build/break

This commit is contained in:
TenPlus1 2016-05-23 19:19:40 +01:00
parent e4a919da02
commit c6d4b95768
2 changed files with 2 additions and 4 deletions

View File

@ -14,7 +14,6 @@ local remove_far = minetest.setting_getbool("remove_far_mobs")
-- pathfinding settings
local enable_pathfinding = true
local enable_pathfind_digging = false
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
@ -811,10 +810,9 @@ function smart_mobs(self, s, p, dist, dtime)
if not self.path.way then
self.path.following = false
-- self.path.stuck = true
-- lets make way by digging/building if not accessible
if enable_pathfind_digging then
if self.pathfinding == 2 then
-- add block and remove one block above so
-- there is room to jump if needed

View File

@ -73,7 +73,7 @@ This functions registers a new mob as a Minetest entity.
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
'floats' 1 to float in water, 0 to sink
'on_rightclick' its same as in minetest.register_entity()
'pathfinding' when true mobs will use pathfinder feature to locate player (only works with dogfight attack)
'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack)
'attack_type' the attack type of a monster
'dogfight' follows player in range and attacks when in reach
'shoot' shoots defined arrows when player is within range