Make dungeon masters not shoot the walls with no reason
authorPerttu Ahola <celeron55@gmail.com>
Sun, 16 Oct 2011 16:39:20 +0000 (19:39 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 16 Oct 2011 16:39:20 +0000 (19:39 +0300)
src/content_sao.cpp
src/environment.cpp

index 93073002b089429da2e0cd681541736ff446bf49..1968b7b6a073ee92886f38b8804ea2f1e1c91d2d 100644 (file)
@@ -84,7 +84,6 @@ void TestSAO::step(float dtime, bool send_recommended)
        if(m_timer1 < 0.0)
        {
                m_timer1 += 0.125;
-               //infostream<<"TestSAO: id="<<getId()<<" sending data"<<std::endl;
 
                std::string data;
 
@@ -1091,8 +1090,10 @@ void MobV2SAO::step(float dtime, bool send_recommended)
                        f32 dist = m_base_position.getDistanceFrom(playerpos);
                        if(dist < BS*16)
                        {
-                               if(myrand_range(0,2) == 0){
-                                       infostream<<"ACTION: id="<<m_id<<" got randomly disturbed by "
+                               if(myrand_range(0,3) == 0){
+                                       actionstream<<"Mob id="<<m_id<<" at "
+                                                       <<PP(m_base_position/BS)
+                                                       <<" got randomly disturbed by "
                                                        <<player->getName()<<std::endl;
                                        m_disturbing_player = player->getName();
                                        m_disturb_timer = 0;
@@ -1135,7 +1136,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
                                dir.normalize();
                                v3f speed = dir * BS * 10.0;
                                v3f pos = m_base_position + shoot_pos;
-                               infostream<<__FUNCTION_NAME<<": Shooting fireball from "<<PP(pos)
+                               infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
+                                               <<" shooting fireball from "<<PP(pos)
                                                <<" at speed "<<PP(speed)<<std::endl;
                                Settings properties;
                                properties.set("looks", "fireball");
@@ -1152,7 +1154,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
                                //m_env->addActiveObjectAsStatic(obj);
                                m_env->addActiveObject(obj);
                        } else {
-                               infostream<<__FUNCTION_NAME<<": Unknown shoot_type="<<shoot_type
+                               infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
+                                               <<": Unknown shoot_type="<<shoot_type
                                                <<std::endl;
                        }
                }
@@ -1163,16 +1166,23 @@ void MobV2SAO::step(float dtime, bool send_recommended)
                if(m_disturb_timer <= 15.0)
                        reload_time = 3.0;
 
+               bool shoot_without_player = false;
+               if(m_properties->getBool("mindless_rage"))
+                       shoot_without_player = true;
+
                if(!m_shooting && m_shoot_reload_timer >= reload_time &&
-                               !m_next_pos_exists)
+                               !m_next_pos_exists &&
+                               (m_disturb_timer <= 60.0 || shoot_without_player))
                {
                        m_shoot_y = 0;
-                       if(m_disturb_timer < 30.0 && disturbing_player &&
+                       if(m_disturb_timer < 60.0 && disturbing_player &&
                                        disturbing_player_distance < 16*BS &&
                                        fabs(disturbing_player_norm.Y) < 0.8){
                                m_yaw = disturbing_player_dir;
                                sendPosition();
                                m_shoot_y += disturbing_player_norm.Y;
+                       } else {
+                               m_shoot_y = 0.01 * myrand_range(-30,10);
                        }
                        m_shoot_reload_timer = 0.0;
                        m_shooting = true;
@@ -1229,7 +1239,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
                        m_base_position = pos_f;
 
                        if((pos_f - next_pos_f).getLength() < 0.1 || arrived){
-                               //infostream<<"id="<<m_id<<": arrived to "<<PP(m_next_pos_i)<<std::endl;
+                               verbosestream<<"Mob id="<<m_id<<": arrived to "
+                                               <<PP(m_next_pos_i)<<std::endl;
                                m_next_pos_exists = false;
                        }
                }
@@ -1271,16 +1282,10 @@ void MobV2SAO::step(float dtime, bool send_recommended)
                                }
                                u32 order[3*3*3];
                                get_random_u32_array(order, num_dps);
-                               /*infostream<<"At pos "<<PP(pos_i)<<"; Random array: ";
-                               for(int i=0; i<num_dps; i++){
-                                       infostream<<order[i]<<" ";
-                               }
-                               infostream<<std::endl;*/
                                for(int i=0; i<num_dps; i++){
                                        v3s16 p = dps[order[i]] + pos_i;
                                        bool is_free = checkFreeAndWalkablePosition(map,
                                                        p + pos_size_off, size_blocks);
-                                       //infostream<<PP(p)<<" is_free="<<is_free<<std::endl;
                                        if(!is_free)
                                                continue;
                                        m_next_pos_i = p;
@@ -1310,7 +1315,7 @@ void MobV2SAO::step(float dtime, bool send_recommended)
        }
        else
        {
-               infostream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
+               errorstream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
                                <<m_move_type<<"\""<<std::endl;
        }
 
@@ -1329,7 +1334,7 @@ u16 MobV2SAO::punch(const std::string &toolname, v3f dir,
        assert(m_env);
        Map *map = &m_env->getMap();
        
-       infostream<<"ACTION: "<<playername<<" punches id="<<m_id
+       actionstream<<playername<<" punches mob id="<<m_id
                        <<" with a \""<<toolname<<"\" at "
                        <<PP(m_base_position/BS)<<std::endl;
 
@@ -1405,6 +1410,7 @@ void MobV2SAO::setPropertyDefaults()
        m_properties->setDefault("size", "(1,2)");
        m_properties->setDefault("shoot_type", "fireball");
        m_properties->setDefault("shoot_y", "0");
+       m_properties->setDefault("mindless_rage", "false");
 }
 void MobV2SAO::readProperties()
 {
index 1d684129d18dc27869a83246aac2c81a117ee791..267dd66afb6cb0db95621273c00471e87f43a6ca 100644 (file)
@@ -657,6 +657,7 @@ static void getMob_dungeon_master(Settings &properties)
        properties.set("player_hit_damage", "1");
        properties.set("player_hit_distance", "1.0");
        properties.set("player_hit_interval", "0.5");
+       properties.setBool("mindless_rage", myrand_range(0,100)==0);
 }
 
 void ServerEnvironment::step(float dtime)
@@ -866,7 +867,7 @@ void ServerEnvironment::step(float dtime)
                        // TODO: Implement usage of ActiveBlockModifier
                        
                        // Find out how many objects the block contains
-                       u32 active_object_count = block->m_static_objects.m_active.size();
+                       //u32 active_object_count = block->m_static_objects.m_active.size();
                        // Find out how many objects this and all the neighbors contain
                        u32 active_object_count_wider = 0;
                        for(s16 x=-1; x<=1; x++)