803 lines
19 KiB
Lua
803 lines
19 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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-- Returns true is node can deal damage to self
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function mob_class:is_node_dangerous(nodename)
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local nn = nodename
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if self.lava_damage > 0 then
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if minetest.get_item_group(nn, "lava") ~= 0 then
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return true
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end
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end
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if self.fire_damage > 0 then
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if minetest.get_item_group(nn, "fire") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then
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return true
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end
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return false
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end
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-- Returns true if node is a water hazard
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function mob_class:is_node_waterhazard(nodename)
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local nn = nodename
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if self.water_damage > 0 then
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if minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then
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if self.breath_max ~= -1 then
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-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
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-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
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if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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end
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end
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return false
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end
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-- check line of sight (BrunoMine)
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function mob_class:line_of_sight(pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = vector.distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = vector.distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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function mob_class:can_jump_cliff()
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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local v = self.object:get_velocity()
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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--is there nothing under the block in front? if so jump the gap.
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local nodLow = node_ok({
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x = pos.x + dir_x-0.6,
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y = pos.y - 0.5,
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z = pos.z + dir_z-0.6
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}, "air")
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local nodFar = node_ok({
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x = pos.x + dir_x*2,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2
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}, "air")
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local nodFar2 = node_ok({
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x = pos.x + dir_x*2.5,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2.5
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}, "air")
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if minetest.registered_nodes[nodLow.name]
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and minetest.registered_nodes[nodLow.name].walkable ~= true
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and (minetest.registered_nodes[nodFar.name]
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and minetest.registered_nodes[nodFar.name].walkable == true
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or minetest.registered_nodes[nodFar2.name]
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and minetest.registered_nodes[nodFar2.name].walkable == true)
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then
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--disable fear heigh while we make our jump
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self._jumping_cliff = true
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minetest.after(1, function()
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if self and self.object then
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self._jumping_cliff = false
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end
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end)
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return true
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else
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return false
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end
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end
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-- is mob facing a cliff or danger
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function mob_class:is_at_cliff_or_danger()
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if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
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if free_fall then
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return true
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else
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local bnode = minetest.get_node(blocker)
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local danger = self:is_node_dangerous(bnode.name)
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if danger then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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return false
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end
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end
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end
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return false
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end
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-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
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function mob_class:is_at_water_danger()
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if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
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if free_fall then
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return true
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else
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local bnode = minetest.get_node(blocker)
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local waterdanger = self:is_node_waterhazard(bnode.name)
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if
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waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then
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return false
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elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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return false
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end
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end
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end
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return false
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end
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-- jump if facing a solid node (not fences or gates)
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function mob_class:do_jump()
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if not self.jump
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or self.jump_height == 0
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or self.fly
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or (self.child and self.type ~= "monster")
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or self.order == "stand" then
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return false
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end
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self.facing_fence = false
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-- something stopping us while moving?
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if self.state ~= "stand"
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and self:get_velocity() > 0.5
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and self.object:get_velocity().y ~= 0 then
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return false
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end
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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-- what is mob standing on?
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pos.y = pos.y + self.collisionbox[2] - 0.2
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local nod = node_ok(pos)
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if minetest.registered_nodes[nod.name].walkable == false then
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return false
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end
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local v = self.object:get_velocity()
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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-- what is in front of mob?
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nod = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 0.5,
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z = pos.z + dir_z
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})
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-- this is used to detect if there's a block on top of the block in front of the mob.
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-- If there is, there is no point in jumping as we won't manage.
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local nodTop = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 1.5,
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z = pos.z + dir_z
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}, "air")
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-- we don't attempt to jump if there's a stack of blocks blocking
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if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
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return false
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end
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-- thin blocks that do not need to be jumped
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if nod.name == node_snow then
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return false
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end
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local ndef = minetest.registered_nodes[nod.name]
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if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
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if minetest.get_item_group(nod.name, "fence") == 0
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and minetest.get_item_group(nod.name, "fence_gate") == 0
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and minetest.get_item_group(nod.name, "wall") == 0 then
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local v = self.object:get_velocity()
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v.y = self.jump_height + 0.1 * 3
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if self:can_jump_cliff() then
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v=vector.multiply(v, vector.new(2.8,1,2.8))
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end
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self:set_animation( "jump") -- only when defined
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self.object:set_velocity(v)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
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return
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end
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self.object:set_acceleration({
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x = v.x * 2,
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y = DEFAULT_FALL_SPEED,
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z = v.z * 2,
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})
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end, self, v)
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if self.jump_sound_cooloff <= 0 then
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self:mob_sound("jump")
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self.jump_sound_cooloff = 0.5
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end
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else
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self.facing_fence = true
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end
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-- if we jumped against a block/wall 4 times then turn
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if self.object:get_velocity().x ~= 0
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and self.object:get_velocity().z ~= 0 then
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self.jump_count = (self.jump_count or 0) + 1
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if self.jump_count == 4 then
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 1.35, 8)
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self.jump_count = 0
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end
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end
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return true
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end
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return false
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end
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-- should mob follow what I'm holding ?
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function mob_class:follow_holding(clicker)
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if self.nofollow then return false end
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if mcl_mobs.invis[clicker:get_player_name()] then
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return false
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end
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local item = clicker:get_wielded_item()
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local t = type(self.follow)
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-- single item
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if t == "string"
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and item:get_name() == self.follow then
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return true
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-- multiple items
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elseif t == "table" then
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for no = 1, #self.follow do
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if self.follow[no] == item:get_name() then
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return true
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end
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end
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end
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return false
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end
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-- find and replace what mob is looking for (grass, wheat etc.)
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function mob_class:replace(pos)
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if not self.replace_rate
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or not self.replace_what
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or self.child == true
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or self.object:get_velocity().y ~= 0
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or math.random(1, self.replace_rate) > 1 then
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return
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end
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local what, with, y_offset
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if type(self.replace_what[1]) == "table" then
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local num = math.random(#self.replace_what)
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what = self.replace_what[num][1] or ""
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with = self.replace_what[num][2] or ""
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y_offset = self.replace_what[num][3] or 0
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else
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what = self.replace_what
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with = self.replace_with or ""
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y_offset = self.replace_offset or 0
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end
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pos.y = pos.y + y_offset
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local node = minetest.get_node(pos)
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if node.name == what then
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local oldnode = {name = what, param2 = node.param2}
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local newnode = {name = with, param2 = node.param2}
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local on_replace_return
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if self.on_replace then
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on_replace_return = self.on_replace(self, pos, oldnode, newnode)
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end
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if on_replace_return ~= false then
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if mobs_griefing then
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minetest.set_node(pos, newnode)
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end
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end
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end
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end
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-- specific runaway
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local specific_runaway = function(list, what)
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if type(list) ~= "table" then
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list = {}
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end
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-- no list so do not run
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if list == nil then
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return false
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end
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- find someone to runaway from
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function mob_class:check_runaway_from()
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if not self.runaway_from and self.state ~= "flop" then
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return
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end
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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if objs[n]:is_player() then
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if mcl_mobs.invis[ objs[n]:get_player_name() ]
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or self.owner == objs[n]:get_player_name()
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or (not self:object_in_range(objs[n])) then
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type = ""
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else
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player = objs[n]
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type = "player"
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name = "player"
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end
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else
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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-- find specific mob to runaway from
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if name ~= "" and name ~= self.name
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and specific_runaway(self.runaway_from, name) then
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p = player:get_pos()
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sp = s
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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dist = vector.distance(p, s)
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|
|
|
|
|
-- choose closest player/mpb to runaway from
|
|
if dist < min_dist
|
|
and self:line_of_sight(sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
|
|
local lp = player:get_pos()
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
yaw = self:set_yaw( yaw, 4)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
end
|
|
end
|
|
|
|
|
|
-- follow player if owner or holding item, if fish outta water then flop
|
|
function mob_class:follow_flop()
|
|
|
|
-- find player to follow
|
|
if (self.follow ~= ""
|
|
or self.order == "follow")
|
|
and not self.following
|
|
and self.state ~= "attack"
|
|
and self.order ~= "sit"
|
|
and self.state ~= "runaway" then
|
|
|
|
local s = self.object:get_pos()
|
|
local players = minetest.get_connected_players()
|
|
|
|
for n = 1, #players do
|
|
|
|
if (self:object_in_range(players[n]))
|
|
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
|
|
|
|
self.following = players[n]
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.type == "npc"
|
|
and self.order == "follow"
|
|
and self.state ~= "attack"
|
|
and self.order ~= "sit"
|
|
and self.owner ~= "" then
|
|
|
|
-- npc stop following player if not owner
|
|
if self.following
|
|
and self.owner
|
|
and self.owner ~= self.following:get_player_name() then
|
|
self.following = nil
|
|
end
|
|
else
|
|
-- stop following player if not holding specific item,
|
|
-- mob is horny, fleeing or attacking
|
|
if self.following
|
|
and self.following:is_player()
|
|
and (self:follow_holding(self.following) == false or
|
|
self.horny or self.state == "runaway") then
|
|
self.following = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
|
|
local s = self.object:get_pos()
|
|
local p
|
|
|
|
if self.following:is_player() then
|
|
|
|
p = self.following:get_pos()
|
|
|
|
elseif self.following.object then
|
|
|
|
p = self.following.object:get_pos()
|
|
end
|
|
|
|
if p then
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
-- dont follow if out of range
|
|
if (not self:object_in_range(self.following)) then
|
|
self.following = nil
|
|
else
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
|
|
self:set_yaw( yaw, 2.35)
|
|
|
|
-- anyone but standing npc's can move along
|
|
if dist > 3
|
|
and self.order ~= "stand" then
|
|
|
|
self:set_velocity(self.follow_velocity)
|
|
|
|
if self.walk_chance ~= 0 then
|
|
self:set_animation( "run")
|
|
end
|
|
else
|
|
self:set_velocity(0)
|
|
self:set_animation( "stand")
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- swimmers flop when out of their element, and swim again when back in
|
|
if self.fly then
|
|
local s = self.object:get_pos()
|
|
if self:flight_check( s) == false then
|
|
|
|
self.state = "flop"
|
|
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
|
|
|
|
local p = self.object:get_pos()
|
|
local sdef = minetest.registered_nodes[node_ok(vector.add(p, vector.new(0,self.collisionbox[2]-0.2,0))).name]
|
|
-- Flop on ground
|
|
if sdef and sdef.walkable then
|
|
if self.object:get_velocity().y < 0.1 then
|
|
self:mob_sound("flop")
|
|
self.object:set_velocity({
|
|
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
y = FLOP_HEIGHT,
|
|
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
})
|
|
end
|
|
end
|
|
|
|
self:set_animation( "stand", true)
|
|
|
|
return
|
|
elseif self.state == "flop" then
|
|
self.state = "stand"
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
self:set_velocity(0)
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:go_to_pos(b)
|
|
if not self then return end
|
|
local s=self.object:get_pos()
|
|
if not b then
|
|
--self.state = "stand"
|
|
return end
|
|
if vector.distance(b,s) < 1 then
|
|
--self:set_velocity(0)
|
|
return true
|
|
end
|
|
local v = { x = b.x - s.x, z = b.z - s.z }
|
|
local yaw = (atann(v.z / v.x) +math.pi/ 2) - self.rotate
|
|
if b.x > s.x then yaw = yaw +math.pi end
|
|
self.object:set_yaw(yaw)
|
|
self:set_velocity(self.follow_velocity)
|
|
self:set_animation("walk")
|
|
end
|
|
|
|
function mob_class:interact_with_door(action, target)
|
|
local p = self.object:get_pos()
|
|
--local t = minetest.get_timeofday()
|
|
--local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"})
|
|
--for _,d in pairs(dd) do
|
|
if target then
|
|
mcl_log("Door target is: ".. minetest.pos_to_string(target))
|
|
|
|
local n = minetest.get_node(target)
|
|
if n.name:find("_b_") or n.name:find("_t_") then
|
|
mcl_log("Door")
|
|
local def = minetest.registered_nodes[n.name]
|
|
local closed = n.name:find("_b_1") or n.name:find("_t_1")
|
|
--if self.state == PATHFINDING then
|
|
if closed and action == "open" and def.on_rightclick then
|
|
mcl_log("Open door")
|
|
def.on_rightclick(target,n,self)
|
|
end
|
|
if not closed and action == "close" and def.on_rightclick then
|
|
mcl_log("Close door")
|
|
def.on_rightclick(target,n,self)
|
|
end
|
|
--else
|
|
else
|
|
mcl_log("Not door")
|
|
end
|
|
else
|
|
mcl_log("no target. cannot try and open or close door")
|
|
end
|
|
--end
|
|
end
|
|
|
|
function mob_class:do_pathfind_action(action)
|
|
if action then
|
|
mcl_log("Action present")
|
|
local type = action["type"]
|
|
local action_val = action["action"]
|
|
local target = action["target"]
|
|
if target then
|
|
mcl_log("Target: ".. minetest.pos_to_string(target))
|
|
end
|
|
if type and type == "door" then
|
|
mcl_log("Type is door")
|
|
self:interact_with_door(action_val, target)
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
local check_herd_timer = 0
|
|
function mob_class:check_herd(dtime)
|
|
local pos = self.object:get_pos()
|
|
if not pos then return end
|
|
check_herd_timer = check_herd_timer + dtime
|
|
if check_herd_timer < 4 then return end
|
|
check_herd_timer = 0
|
|
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
|
|
local l = o:get_luaentity()
|
|
local p,y
|
|
if l and l.is_mob and l.name == self.name then
|
|
if self.horny and l.horny then
|
|
p = l.object:get_pos()
|
|
else
|
|
y = o:get_yaw()
|
|
end
|
|
if p then
|
|
go_to_pos(self,p)
|
|
elseif y then
|
|
self:set_yaw(y)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:teleport(target)
|
|
if self.do_teleport then
|
|
if self.do_teleport(self, target) == false then
|
|
return
|
|
end
|
|
end
|
|
end
|