Optimized code, added NaN catcher

This commit is contained in:
TenPlus1 2016-06-07 09:51:11 +01:00
parent 253351ef7f
commit d0fc69d458
1 changed files with 101 additions and 94 deletions

195
api.lua
View File

@ -1,5 +1,5 @@
-- Mobs Api (5th June 2016)
-- Mobs Api (7th June 2016)
mobs = {}
mobs.mod = "redo"
@ -17,18 +17,23 @@ local enable_pathfinding = true
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
-- internal functions
-- localize functions
local pi = math.pi
local square = math.sqrt
local sin = math.sin
local cos = math.cos
local abs = math.abs
local atann = math.atan
local random = math.random
local floor = math.floor
local atan = function(x)
if x ~= x then
--error("atan bassed NaN")
print ("atan based NaN")
--print ("atan based NaN")
return 0
else
return math.atan(x)
return atann(x)
end
end
@ -36,7 +41,7 @@ do_attack = function(self, player)
if self.state ~= "attack" then
if math.random(0,100) < 90
if random(0,100) < 90
and self.sounds.war_cry then
minetest.sound_play(self.sounds.war_cry,{
@ -57,9 +62,9 @@ set_velocity = function(self, v)
local yaw = (self.object:getyaw() + self.rotate) or 0
self.object:setvelocity({
x = math.sin(yaw) * -v,
x = sin(yaw) * -v,
y = self.object:getvelocity().y,
z = math.cos(yaw) * v
z = cos(yaw) * v
})
end
@ -220,15 +225,15 @@ function update_tag(self)
local col = "#00FF00"
local qua = self.hp_max / 4
if self.health <= math.floor(qua * 3) then
if self.health <= floor(qua * 3) then
col = "#FFFF00"
end
if self.health <= math.floor(qua * 2) then
if self.health <= floor(qua * 2) then
col = "#FF6600"
end
if self.health <= math.floor(qua) then
if self.health <= floor(qua) then
col = "#FF0000"
end
@ -277,18 +282,18 @@ function check_for_death(self)
for n = 1, #self.drops do
if math.random(1, self.drops[n].chance) == 1 then
if random(1, self.drops[n].chance) == 1 then
obj = minetest.add_item(pos,
ItemStack(self.drops[n].name .. " "
.. math.random(self.drops[n].min, self.drops[n].max)))
.. random(self.drops[n].min, self.drops[n].max)))
if obj then
obj:setvelocity({
x = math.random(-10, 10) / 9,
x = random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
z = random(-10, 10) / 9,
})
end
end
@ -337,8 +342,8 @@ local function is_at_cliff(self)
end
local yaw = self.object:getyaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:getpos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -460,8 +465,8 @@ do_jump = function(self)
-- where is front
local yaw = self.object:getyaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
-- what is in front of mob?
local nod = node_ok({
@ -526,9 +531,10 @@ function entity_physics(pos, radius)
obj_pos = objs[n]:getpos()
dist = math.max(1, get_distance(pos, obj_pos))
dist = get_distance(pos, obj_pos)
if dist < 1 then dist = 1 end
local damage = math.floor((4 / dist) * radius)
local damage = floor((4 / dist) * radius)
local ent = objs[n]:get_luaentity()
if objs[n]:is_player() then
@ -679,16 +685,16 @@ local function breed(self)
mob:set_properties({
textures = textures,
visual_size = {
x = self.base_size.x / 2,
y = self.base_size.y / 2
x = self.base_size.x * .5,
y = self.base_size.y * .5,
},
collisionbox = {
self.base_colbox[1] / 2,
self.base_colbox[2] / 2,
self.base_colbox[3] / 2,
self.base_colbox[4] / 2,
self.base_colbox[5] / 2,
self.base_colbox[6] / 2
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5,
},
})
ent2.child = true
@ -709,7 +715,7 @@ function replace(self, pos)
if self.replace_rate
and self.child == false
and math.random(1, self.replace_rate) == 1 then
and random(1, self.replace_rate) == 1 then
local pos = self.object:getpos()
@ -754,7 +760,7 @@ function smart_mobs(self, s, p, dist, dtime)
local s1 = self.path.lastpos
-- is it becoming stuck?
if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < 1.5 then
if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
@ -775,9 +781,9 @@ function smart_mobs(self, s, p, dist, dtime)
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = math.floor(s.x + 0.5)
s.y = math.floor(s.y + 0.5) - sheight
s.z = math.floor(s.z + 0.5)
s.x = floor(s.x + 0.5)
s.y = floor(s.y + 0.5) - sheight
s.z = floor(s.z + 0.5)
local ssight, sground
ssight, sground = minetest.line_of_sight(s, {
@ -790,17 +796,17 @@ function smart_mobs(self, s, p, dist, dtime)
local p1 = self.attack:getpos()
p1.x = math.floor(p1.x + 0.5)
p1.y = math.floor(p1.y + 0.5)
p1.z = math.floor(p1.z + 0.5)
p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5)
p1.z = floor(p1.z + 0.5)
self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch")
-- attempt to unstick mob that is "daydreaming"
self.object:setpos({
x = s.x + 0.1 * (math.random() * 2 - 1),
x = s.x + 0.1 * (random() * 2 - 1),
y = s.y + 1,
z = s.z + 0.1 * (math.random() * 2 - 1)
z = s.z + 0.1 * (random() * 2 - 1)
})
self.state = ""
@ -846,9 +852,9 @@ function smart_mobs(self, s, p, dist, dtime)
local yaw1 = self.object:getyaw() + pi / 2
local p1 = {
x = s.x + math.cos(yaw1),
x = s.x + cos(yaw1),
y = s.y,
z = s.z + math.sin(yaw1)
z = s.z + sin(yaw1)
}
if not minetest.is_protected(p1, "") then
@ -1077,8 +1083,8 @@ local follow_flop = function(self)
z = p.z - s.z
}
if vec.x ~= 0
and vec.z ~= 0 then
-- if vec.x ~= 0
-- and vec.z ~= 0 then
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
@ -1087,7 +1093,7 @@ local follow_flop = function(self)
end
self.object:setyaw(yaw)
end
-- end
-- anyone but standing npc's can move along
if dist > self.reach
@ -1163,7 +1169,7 @@ local do_states = function(self, dtime)
if self.state == "stand" then
if math.random(1, 4) == 1 then
if random(1, 4) == 1 then
local lp = nil
local s = self.object:getpos()
@ -1190,17 +1196,17 @@ local do_states = function(self, dtime)
z = lp.z - s.z
}
if vec.x ~= 0
and vec.z ~= 0 then
-- if vec.x ~= 0
-- and vec.z ~= 0 then
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
end
-- end
else
yaw = (math.random(0, 360) - 180) / 180 * pi
yaw = (random(0, 360) - 180) / 180 * pi
end
self.object:setyaw(yaw)
@ -1214,7 +1220,7 @@ local do_states = function(self, dtime)
or self.order ~= "stand" then
if self.walk_chance ~= 0
and math.random(1, 100) <= self.walk_chance
and random(1, 100) <= self.walk_chance
and is_at_cliff(self) == false then
set_velocity(self, self.walk_velocity)
@ -1237,8 +1243,8 @@ local do_states = function(self, dtime)
z = lp.z - s.z
}
if vec.x ~= 0
and vec.z ~= 0 then
-- if vec.x ~= 0
-- and vec.z ~= 0 then
yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
@ -1247,12 +1253,12 @@ local do_states = function(self, dtime)
end
self.object:setyaw(yaw)
end
-- end
-- otherwise randomly turn
elseif math.random(1, 100) <= 30 then
elseif random(1, 100) <= 30 then
local yaw = (math.random(0, 360) - 180) / 180 * pi
local yaw = (random(0, 360) - 180) / 180 * pi
self.object:setyaw(yaw)
end
@ -1270,7 +1276,7 @@ local do_states = function(self, dtime)
end
if temp_is_cliff
or math.random(1, 100) <= 30 then
or random(1, 100) <= 30 then
set_velocity(self, 0)
self.state = "stand"
@ -1339,8 +1345,8 @@ local do_states = function(self, dtime)
z = p.z - s.z
}
if vec.x ~= 0
and vec.z ~= 0 then
-- if vec.x ~= 0
-- and vec.z ~= 0 then
yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate
@ -1349,7 +1355,7 @@ local do_states = function(self, dtime)
end
self.object:setyaw(yaw)
end
-- end
if dist > self.reach then
@ -1390,6 +1396,7 @@ local do_states = function(self, dtime)
self.object:settexturemod("")
else
self.object:settexturemod("^[brighten")
--self.object:settexturemod("^[colorize:#ff880070")
end
self.blinkstatus = not self.blinkstatus
@ -1442,9 +1449,9 @@ local do_states = function(self, dtime)
local nod = node_ok(s)
local p1 = s
local me_y = math.floor(p1.y)
local me_y = floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local p_y = floor(p2.y + 1)
local v = self.object:getvelocity()
if nod.name == self.fly_in then
@ -1505,7 +1512,7 @@ local do_states = function(self, dtime)
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
@ -1520,8 +1527,8 @@ local do_states = function(self, dtime)
z = p.z - s.z
}
if vec.x ~= 0
and vec.z ~= 0 then
-- if vec.x ~= 0
-- and vec.z ~= 0 then
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
@ -1530,7 +1537,7 @@ local do_states = function(self, dtime)
end
self.object:setyaw(yaw)
end
-- end
-- move towards enemy if beyond mob reach
if dist > self.reach then
@ -1582,7 +1589,7 @@ local do_states = function(self, dtime)
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
and random(1, 2) == 1 then
set_animation(self, "punch2")
else
set_animation(self, "punch")
@ -1638,8 +1645,8 @@ local do_states = function(self, dtime)
z = p.z - s.z
}
if vec.x ~= 0
and vec.z ~= 0 then
-- if vec.x ~= 0
-- and vec.z ~= 0 then
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
@ -1648,13 +1655,13 @@ local do_states = function(self, dtime)
end
self.object:setyaw(yaw)
end
-- end
set_velocity(self, 0)
if self.shoot_interval
and self.timer > self.shoot_interval
and math.random(1, 100) <= 60 then
and random(1, 100) <= 60 then
self.timer = 0
set_animation(self, "shoot")
@ -1737,7 +1744,7 @@ local falling = function(self, pos)
if d > 5 then
self.health = self.health - math.floor(d - 5)
self.health = self.health - floor(d - 5)
effect(pos, 5, "tnt_smoke.png")
@ -1810,14 +1817,14 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
if weapon:get_definition()
and weapon:get_definition().tool_capabilities then
weapon:add_wear(math.floor((punch_interval / 75) * 9000))
weapon:add_wear(floor((punch_interval / 75) * 9000))
hitter:set_wielded_item(weapon)
end
-- weapon sounds
if weapon:get_definition().sounds ~= nil then
local s = math.random(0, #weapon:get_definition().sounds)
local s = random(0, #weapon:get_definition().sounds)
minetest.sound_play(weapon:get_definition().sounds[s], {
object = hitter,
@ -1831,7 +1838,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
end
-- do damage
self.health = self.health - math.floor(damage)
self.health = self.health - floor(damage)
-- exit here if dead
if check_for_death(self) then
@ -1894,8 +1901,8 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
z = lp.z - s.z
}
if vec.x ~= 0
and vec.z ~= 0 then
-- if vec.x ~= 0
-- and vec.z ~= 0 then
local yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
@ -1904,7 +1911,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
end
self.object:setyaw(yaw)
end
-- end
self.state = "runaway"
self.runaway_timer = 0
@ -1964,7 +1971,7 @@ local mob_activate = function(self, staticdata, dtime_s, def)
-- select random texture, set model and size
if not self.base_texture then
self.base_texture = def.textures[math.random(1, #def.textures)]
self.base_texture = def.textures[random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
@ -1992,8 +1999,8 @@ local mob_activate = function(self, staticdata, dtime_s, def)
if self.child == true then
vis_size = {
x = self.base_size.x / 2,
y = self.base_size.y / 2
x = self.base_size.x * .5,
y = self.base_size.y * .5,
}
if def.child_texture then
@ -2001,17 +2008,17 @@ local mob_activate = function(self, staticdata, dtime_s, def)
end
colbox = {
self.base_colbox[1] / 2,
self.base_colbox[2] / 2,
self.base_colbox[3] / 2,
self.base_colbox[4] / 2,
self.base_colbox[5] / 2,
self.base_colbox[6] / 2
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
}
end
if self.health == 0 then
self.health = math.random (self.hp_min, self.hp_max)
self.health = random (self.hp_min, self.hp_max)
end
-- rnd: pathfinding init
@ -2026,7 +2033,7 @@ local mob_activate = function(self, staticdata, dtime_s, def)
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
self.old_y = self.object:getpos().y
self.old_health = self.health
self.object:setyaw((math.random(0, 360) - 180) / 180 * pi)
self.object:setyaw((random(0, 360) - 180) / 180 * pi)
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
@ -2120,7 +2127,7 @@ local mob_step = function(self, dtime)
-- mob plays random sound at times
if self.sounds.random
and math.random(1, 100) == 1 then
and random(1, 100) == 1 then
minetest.sound_play(self.sounds.random, {
object = self.object,
@ -2496,7 +2503,7 @@ function mobs:explosion(pos, radius, fire, smoke, sound)
-- after effects
if fire > 0
and (minetest.registered_nodes[n].groups.flammable
or math.random(1, 100) <= 30) then
or random(1, 100) <= 30) then
minetest.set_node(p, {name = "fire:basic_flame"})
else
@ -2741,7 +2748,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
if chance == 0 then return end
-- calculate chance.. add to inventory if successful?
if math.random(1, 100) <= chance then
if random(1, 100) <= chance then
clicker:get_inventory():add_item("main", mobname)
@ -2859,12 +2866,12 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
local tag = self.nametag or ""
local formspec = "size[8,4]"
minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
.. default.gui_bg
.. default.gui_bg_img
.. "field[0.5,1;7.5,0;name;Enter name:;" .. tag .. "]"
.. "button_exit[2.5,3.5;3,1;mob_rename;Rename]"
minetest.show_formspec(name, "mobs_nametag", formspec)
.. "button_exit[2.5,3.5;3,1;mob_rename;Rename]")
end
return false