test mobs

This commit is contained in:
MihailRis
2025-09-01 01:39:31 +03:00
parent c06636053d
commit 88641e032a
5 changed files with 142 additions and 79 deletions
+111 -70
View File
@@ -1,4 +1,5 @@
local body = entity.rigidbody
local tsf = entity.transform
local props = {}
@@ -56,79 +57,119 @@ function move_horizontal(speed, dir, vel)
body:set_vel(vel)
end
local function process_player_inputs(pid, delta)
if not hud or hud.is_inventory_open() or menu.page ~= "" then
return
end
-- todo: replace with entity direction
local cam = cameras.get("core:first-person")
local front = cam:get_front()
local right = cam:get_right()
front[2] = 0.0
vec3.normalize(front, front)
local grounded = body:is_grounded()
local isjump = input.is_active('movement.jump')
local issprint = input.is_active('movement.sprint')
local iscrouch = input.is_active('movement.crouch')
local isforward = input.is_active('movement.forward')
local ischeat = input.is_active('movement.cheat')
local isback = input.is_active('movement.back')
local isleft = input.is_active('movement.left')
local isright = input.is_active('movement.right')
local flight = player.is_flight(pid)
local noclip = player.is_noclip(pid)
local vel = body:get_vel()
local speed = props.movement_speed
if flight then
speed = speed * props.flight_speed_mul
elseif issprint then
speed = speed * props.run_speed_mul
elseif iscrouch and grounded then
speed = speed * props.crouch_speed_mul
end
body:set_crouching(iscrouch)
if ischeat then
speed = speed * props.cheat_speed_mul
end
local dir = {0, 0, 0}
if isforward then
vec3.add(dir, front, dir)
end
if isback then
vec3.sub(dir, front, dir)
end
if isright then
vec3.add(dir, right, dir)
end
if isleft then
vec3.sub(dir, right, dir)
end
if vec3.length(dir) > 0.0 then
move_horizontal(speed, dir, vel)
end
if flight then
if isjump then
elevate(speed * 8.0, delta)
elseif iscrouch then
lower(speed * 8.0, delta)
end
elseif isjump then
jump()
end
body:set_vdamping(flight)
body:set_gravity_scale({0, flight and 0.0 or props.gravity_scale, 0})
body:set_linear_damping(
(flight or not grounded) and props.air_damping or props.ground_damping
)
body:set_body_type(noclip and "kinematic" or "dynamic")
end
local prev_angle = 0.0
local function follow_waypoints(pathfinding, delta)
local pos = tsf:get_pos()
pathfinding.set_target(vec3.add(pos, {math.random(-15, 15), 1, math.random(-15, 15)}))
local waypoint = pathfinding.next_waypoint()
if not waypoint then
return
end
local speed = props.movement_speed
local vel = body:get_vel()
local dir = vec3.sub(
vec3.add(waypoint, {0.5, 0, 0.5}),
{pos[1], math.floor(pos[2]), pos[3]}
)
local upper = dir[2] > 0
dir[2] = 0.0
local t = delta * 16.0
local angle = (vec2.angle({dir[3], dir[1]}) + 180) * t + prev_angle * (1 - t)
tsf:set_rot(mat4.rotate({0, 1, 0}, angle))
prev_angle = angle
vec3.normalize(dir, dir)
move_horizontal(speed, dir, vel)
if body:is_grounded() and upper then
jump(1.0)
end
end
function on_physics_update(tps)
local delta = (1.0 / tps)
local pid = entity:get_player()
if pid and hud and not hud.is_inventory_open() and not menu.page ~= "" then
-- todo: replace with entity direction
local cam = cameras.get("core:first-person")
local front = cam:get_front()
local right = cam:get_right()
front[2] = 0.0
vec3.normalize(front, front)
local grounded = body:is_grounded()
local isjump = input.is_active('movement.jump')
local issprint = input.is_active('movement.sprint')
local iscrouch = input.is_active('movement.crouch')
local isforward = input.is_active('movement.forward')
local ischeat = input.is_active('movement.cheat')
local isback = input.is_active('movement.back')
local isleft = input.is_active('movement.left')
local isright = input.is_active('movement.right')
local flight = player.is_flight(pid)
local noclip = player.is_noclip(pid)
local vel = body:get_vel()
local speed = props.movement_speed
if flight then
speed = speed * props.flight_speed_mul
elseif issprint then
speed = speed * props.run_speed_mul
elseif iscrouch and grounded then
speed = speed * props.crouch_speed_mul
if pid ~= -1 then
process_player_inputs(pid, delta)
else
local pathfinding = entity:get_component("core:pathfinding")
if pathfinding then
follow_waypoints(pathfinding, delta)
end
body:set_crouching(iscrouch)
if ischeat then
speed = speed * props.cheat_speed_mul
end
local dir = {0, 0, 0}
if isforward then
vec3.add(dir, front, dir)
end
if isback then
vec3.sub(dir, front, dir)
end
if isright then
vec3.add(dir, right, dir)
end
if isleft then
vec3.sub(dir, right, dir)
end
if vec3.length(dir) > 0.0 then
move_horizontal(speed, dir, vel)
end
if flight then
if isjump then
elevate(speed * 8.0, delta)
elseif iscrouch then
lower(speed * 8.0, delta)
end
elseif isjump then
jump()
end
body:set_vdamping(flight)
body:set_gravity_scale({0, flight and 0.0 or props.gravity_scale, 0})
body:set_linear_damping(
(flight or not grounded) and props.air_damping or props.ground_damping
)
body:set_body_type(noclip and "kinematic" or "dynamic")
end
end