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mirror of https://codeberg.org/tenplus1/mobs_redo.git synced 2024-11-14 14:30:19 +01:00

when attacking dont call unecessary functions every step

This commit is contained in:
tenplus1 2023-05-17 11:36:55 +01:00
parent 14a3dc83e5
commit ce53afcfdb

69
api.lua
View File

@ -25,7 +25,7 @@ local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20230514",
version = "20230517",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}
}
@ -911,9 +911,8 @@ function mob_class:check_for_death(cmi_cause)
self.cause_of_death = cmi_cause
-- drop items
-- drop items and play death sound
self:item_drop()
self:mob_sound(self.sounds.death)
local pos = self.object:get_pos()
@ -932,6 +931,16 @@ function mob_class:check_for_death(cmi_cause)
return true
end
-- reset vars and set state
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.passive = true
self.state = "die"
self.fly = false
-- check for custom death function and die animation
if self.animation
and self.animation.die_start
@ -942,13 +951,6 @@ function mob_class:check_for_death(cmi_cause)
local length = max((frames / speed), 0)
local rot = self.animation.die_rotate and 5
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.passive = true
self.state = "die"
self.object:set_properties({
pointable = false, collide_with_objects = false,
automatic_rotate = rot, static_save = false
@ -970,7 +972,7 @@ function mob_class:check_for_death(cmi_cause)
return true
elseif pos then -- otherwise remove mod and show particle effect
elseif pos then -- otherwise remove mob and show particle effect
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
@ -3478,38 +3480,45 @@ function mob_class:on_step(dtime, moveresult)
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
-- mob plays random sound at times
if random(100) == 1 then
self:mob_sound(self.sounds.random)
-- when attacking call do_states live
if self.state == "attack" then
self:do_states(dtime)
end
self:general_attack()
-- one second timed calls
self.timer1 = (self.timer1 or 0) + dtime
self:breed()
if self.timer1 >= 1 then
self:follow_flop()
-- mob plays random sound at times
if random(100) == 1 then
self:mob_sound(self.sounds.random)
end
if self:do_states(dtime) then return end
self:general_attack()
self:do_jump()
self:breed()
self:do_runaway_from(self)
self:follow_flop()
self:do_stay_near()
-- when not attacking call do_states every second
if self.state ~= "attack" then
self:do_states(dtime)
end
self:do_jump()
self:do_runaway_from(self)
self:do_stay_near()
self.timer1 = 0
end
end