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tweaked pathfinding with 2 modes, 1 to find, 2 to build/break
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tenplus1 committed May 23, 2016
1 parent e4a919d commit c6d4b95
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Showing 2 changed files with 2 additions and 4 deletions.
4 changes: 1 addition & 3 deletions api.lua
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,6 @@ local remove_far = minetest.setting_getbool("remove_far_mobs")

-- pathfinding settings
local enable_pathfinding = true
local enable_pathfind_digging = false
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up

Expand Down Expand Up @@ -811,10 +810,9 @@ function smart_mobs(self, s, p, dist, dtime)
if not self.path.way then

self.path.following = false
-- self.path.stuck = true

-- lets make way by digging/building if not accessible
if enable_pathfind_digging then
if self.pathfinding == 2 then

-- add block and remove one block above so
-- there is room to jump if needed
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2 changes: 1 addition & 1 deletion api.txt
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,7 @@ This functions registers a new mob as a Minetest entity.
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
'floats' 1 to float in water, 0 to sink
'on_rightclick' its same as in minetest.register_entity()
'pathfinding' when true mobs will use pathfinder feature to locate player (only works with dogfight attack)
'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack)
'attack_type' the attack type of a monster
'dogfight' follows player in range and attacks when in reach
'shoot' shoots defined arrows when player is within range
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