1
0
mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-12-24 17:50:37 +01:00
This commit is contained in:
crabman77 2016-02-09 05:22:16 +01:00
parent 2ab52cc037
commit a63a618f7e
2 changed files with 137 additions and 6 deletions

View File

@ -28,6 +28,7 @@ This mod contains the following additions:
Changelog:
1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :)
1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak.
1.24- Added feature where certain animals run away when punched (runaway = true in mob definition)
1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings)

View File

@ -1,4 +1,4 @@
-- Mobs Api (2nd February 2016)
-- Mobs Api (8th February 2016)
mobs = {}
mobs.mod = "redo"
@ -10,6 +10,11 @@ local creative = minetest.setting_getbool("creative_mode")
local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
local remove_far = minetest.setting_getbool("remove_far_mobs")
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 5 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 15 -- how long will mob follow path before giving up
-- internal functions
local pi = math.pi
@ -1453,6 +1458,32 @@ minetest.register_entity(name, {
end
-- rnd: new movement direction
if self.path.stuck
and self.path.way then
-- no paths longer than 50
if #self.path.way > 50 then
self.path.stuck = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.stuck = false
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.75 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
y = p.y - s.y,
@ -1474,6 +1505,86 @@ minetest.register_entity(name, {
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- PATH FINDING by rnd
if enable_pathfinding then
local s1 = self.path.lastpos
if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < 2 then
-- rnd: almost standing still, to do: insert path finding here
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
end
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
if (self.path.stuck_timer > stuck_timeout and not self.path.stuck)
or (self.path.stuck_timer > stuck_path_timeout and self.path.stuck) then
-- im stuck, search for path
self.path.stuck = true
local sheight = self.collisionbox[5] - self.collisionbox[2]
-- 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)
local ssight, sground
ssight, sground = minetest.line_of_sight(s,
{x = s.x, y = s. y - 4, z = s.z}, 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
--minetest.chat_send_all("stuck at " .. s.x .." " .. s.y .. " " .. s.z .. ", calculating path")
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)
--minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)
self.path.way = minetest.find_path(s, p1, 16, 2, 6, "A*_noprefetch")
if not self.path.way then
self.path.stuck = false
-- can't find path, play sound
if self.sounds.random then
minetest.sound_play(self.sounds.random, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
else
-- found path, play sound
if self.sounds.attack then
minetest.sound_play(self.sounds.attack, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
--minetest.chat_send_all("found path with length " .. #self.path.way);
end
self.path.stuck_timer = 0
end -- END if pathfinding enabled
end
-- END PATH FINDING
-- jump attack
if (self.jump
and get_velocity(self) <= 0.5
@ -1519,6 +1630,9 @@ minetest.register_entity(name, {
})
end
-- rnd: not stuck
self.path.stuck = false
-- punch player
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
@ -1650,10 +1764,16 @@ minetest.register_entity(name, {
local v = self.object:getvelocity()
local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * 5
local up = 2
-- if already in air then dont go up anymore when hit
if v.y > 0 then
up = 0
end
self.object:setvelocity({
x = (dir.x or 0) * kb,
y = 2,
y = up,
z = (dir.z or 0) * kb
})
@ -1689,15 +1809,16 @@ minetest.register_entity(name, {
self.following = nil
end
-- attack puncher and call other mobs for help
if self.passive == false
and self.child == false
and hitter:get_player_name() ~= self.owner then
if self.state ~= "attack" then
--if self.state ~= "attack" then
-- attack whoever punched mob
self.state = ""
do_attack(self, hitter)
end
--end
-- alert others to the attack
local obj = nil
@ -1791,6 +1912,14 @@ minetest.register_entity(name, {
self.health = math.random (self.hp_min, self.hp_max)
end
-- rnd: pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- end init
self.object:set_hp(self.health)
self.object:set_armor_groups({fleshy = self.armor})
self.old_y = self.object:getpos().y
@ -2108,7 +2237,8 @@ function mobs:register_arrow(name, def)
local node = node_ok(pos).name
if minetest.registered_nodes[node].walkable then
--if minetest.registered_nodes[node].walkable then
if node ~= "air" then
self.hit_node(self, pos, node)