Mobs API: Add NaN checks
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@ -281,8 +281,8 @@ function mobs:register_mob(name, def)
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local tmpyaw = self.object:get_yaw()
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local tmpyaw = self.object:get_yaw()
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local yaw = self.rotate
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local yaw = self.rotate
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if tmpyaw ~= tmpyaw then -- It's a nan value
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if tmpyaw ~= tmpyaw then -- It's a NaN value
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minetest.log("warning", "[mod:mobs] object:get_yaw() nan shim used")
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minetest.log("warning", "[mobs] object:get_yaw(): NaN returned (pos="..minetest.pos_to_string(vector.round(self.object_get_pos())).."; entitystring="..self.name..")")
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else
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else
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yaw = yaw + tmpyaw
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yaw = yaw + tmpyaw
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end
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end
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@ -823,7 +823,9 @@ function mobs:register_mob(name, def)
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if p.x > s.x then
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if p.x > s.x then
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yaw = yaw + math.pi
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yaw = yaw + math.pi
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end
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end
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if yaw == yaw then -- NaN check
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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end
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-- anyone but standing npc's can move along
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-- anyone but standing npc's can move along
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if dist > 2 and self.order ~= "stand" then
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if dist > 2 and self.order ~= "stand" then
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@ -878,8 +880,10 @@ function mobs:register_mob(name, def)
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else
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else
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yaw = self.object:get_yaw() + ((math.random(0, 360) - 180) / 180 * math.pi)
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yaw = self.object:get_yaw() + ((math.random(0, 360) - 180) / 180 * math.pi)
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end
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end
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if yaw == yaw then -- NaN check
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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end
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end
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end
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self.set_velocity(self, 0)
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self.set_velocity(self, 0)
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self.set_animation(self, "stand")
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self.set_animation(self, "stand")
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@ -920,11 +924,12 @@ function mobs:register_mob(name, def)
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if lp then
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if lp then
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local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z}
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local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z}
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yaw = math.atan(vec.z / vec.x) + 3 * math.pi / 2 - self.rotate
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yaw = math.atan(vec.z / vec.x) + 3 * math.pi / 2 - self.rotate
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if yaw == yaw then -- NaN check
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if lp.x > s.x then
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if lp.x > s.x then
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yaw = yaw + math.pi
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yaw = yaw + math.pi
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end
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end
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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end
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-- otherwise randomly turn
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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elseif math.random(1, 100) <= 30 then
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self.object:set_yaw(self.object:get_yaw() + ((math.random(0, 360) - 180) / 180 * math.pi))
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self.object:set_yaw(self.object:get_yaw() + ((math.random(0, 360) - 180) / 180 * math.pi))
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@ -978,7 +983,9 @@ function mobs:register_mob(name, def)
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if p.x > s.x then
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if p.x > s.x then
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yaw = yaw+math.pi
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yaw = yaw+math.pi
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end
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end
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if yaw == yaw then -- NaN check
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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end
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if self.attack.dist > 3 then
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if self.attack.dist > 3 then
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if not self.v_start then
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if not self.v_start then
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self.v_start = true
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self.v_start = true
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@ -1104,7 +1111,9 @@ function mobs:register_mob(name, def)
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if p.x > s.x then
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if p.x > s.x then
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yaw = yaw + math.pi
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yaw = yaw + math.pi
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end
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end
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if yaw == yaw then -- NaN check
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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end
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-- attack distance is 2 + half of mob width so the bigger mobs can attack (like slimes)
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-- attack distance is 2 + half of mob width so the bigger mobs can attack (like slimes)
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if self.attack.dist > ((-self.collisionbox[1] + self.collisionbox[4]) / 2) + 2 then
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if self.attack.dist > ((-self.collisionbox[1] + self.collisionbox[4]) / 2) + 2 then
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-- jump attack
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-- jump attack
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@ -1177,7 +1186,9 @@ function mobs:register_mob(name, def)
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if p.x > s.x then
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if p.x > s.x then
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yaw = yaw + math.pi
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yaw = yaw + math.pi
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end
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end
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if yaw == yaw then -- NaN check
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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end
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self.set_velocity(self, 0)
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self.set_velocity(self, 0)
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if self.shoot_interval and self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
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if self.shoot_interval and self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
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