Added Sussy Imposter (he's very sussy and he wants to kill you) and improved jumping of every entity

This commit is contained in:
2023-02-05 23:47:35 +01:00
parent 27d36b0e8b
commit f62082d9c6
11 changed files with 607 additions and 23 deletions

View File

@@ -66,11 +66,11 @@ local entity = {
player = nil,
player_pos = nil,
mini_crewmate_pos = nil,
crewmate_player_vector = nil,
entity_pos = nil,
entity_player_vector = nil,
distance = nil,
current_distance = nil,
current_crewmate_player_vector = nil,
current_entity_player_vector = nil,
@@ -136,30 +136,29 @@ local entity = {
self.player = minetest.get_connected_players()[1]
self.player_pos = self.player:get_pos()
self.mini_crewmate_pos = self.object:get_pos()
self.crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos)
self.distance = vector.length(self.crewmate_player_vector)
self.entity_pos = self.object:get_pos()
self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.distance = vector.length(self.entity_player_vector)
-- if on multiplayer mode, calculate distance between nearest player and mini crewmate
else
self.player = minetest.get_connected_players()
self.distance = nil
self.crewmate_player_vector = nil
self.entity_player_vector = nil
self.mini_crewmate_pos = self.object:get_pos()
self.entity_pos = self.object:get_pos()
-- iterate over all players
for i = 1, #self.player do
minetest.chat_send_all("player " .. i)
self.player_pos = self.player[i]:get_pos()
--self.crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos)
self.current_crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos)
self.current_distance = vector.length(self.current_crewmate_player_vector)
--self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.current_entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
self.current_distance = vector.length(self.current_entity_player_vector)
-- if distance is nil or current_distance is smaller than distance, set distance to current_distance
if self.distance == nil or self.current_distance < self.distance then
self.distance = self.current_distance
self.crewmate_player_vector = self.current_crewmate_player_vector
self.entity_player_vector = self.current_entity_player_vector
end
end
end
@@ -240,10 +239,10 @@ local entity = {
-- if mode is 3 (run away) set rotation so mini crewmate is facing either at the player or away from the player depending on situation
if self.mode == 3 then
-- look away from the player
self.object:set_yaw(math.atan2(-self.crewmate_player_vector.z, -self.crewmate_player_vector.x))
self.object:set_yaw(math.atan2(-self.entity_player_vector.z, -self.entity_player_vector.x))
else
-- look at the player
self.object:set_yaw(math.atan2(self.crewmate_player_vector.z, self.crewmate_player_vector.x))
self.object:set_yaw(math.atan2(self.entity_player_vector.z, self.entity_player_vector.x))
end
end
@@ -281,14 +280,20 @@ local entity = {
pos.z = pos.z + dir_sin
local bnode = minetest.get_node(pos)
if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then
--if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then
-- if node is not solid OR is a liquid
if minetest.registered_nodes[bnode.name].walkable == false or minetest.registered_nodes[bnode.name].liquidtype ~= "none" then
self.block_lastly_in_front = false
-- if node next to the entity is a solid block
else
if self.block_lastly_in_front == false then
self.block_lastly_in_front = true
local vel = self.object:get_velocity()
vel.y = vel.y + self.jump_force
self.object:set_velocity(vel)
-- randomly jump in the next iteration even if theres still a block in front
elseif math.random(10) == 1 then
self.block_lastly_in_front = false
end
end