Copy upstream's pathfinding out of water, then copy & rework the cliff check into a check for land mobs to avoid water.
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@ -724,6 +724,42 @@ local is_at_cliff_or_danger = function(self)
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end
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-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
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local is_at_water_danger = function(self)
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if not self.object:get_luaentity() then
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
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if free_fall then
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return true
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else
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local bnode = minetest.get_node(blocker)
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local waterdanger = is_node_waterhazard(self, bnode.name)
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if
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waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then
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return false
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elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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return (not def and def.walkable)
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end
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end
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return false
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end
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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@ -2049,40 +2085,40 @@ local do_states = function(self, dtime)
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local is_in_danger = false
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if lp then
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local is_in_danger = false
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-- if mob is flying, only check for node it is currently in (no contact with node below)
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if flight_check(self) then
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is_in_danger = is_node_dangerous(self, self.standing_in)
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elseif (is_node_dangerous(self, self.standing_in) or
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is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then
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is_in_danger = true
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end
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-- If mob in or on dangerous block, look for land
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if is_in_danger then
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lp = minetest.find_node_near(s, 5, {"group:solid"})
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if (is_node_dangerous(self, self.standing_in) or
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is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) and (not self.fly) then
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is_in_danger = true
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-- did we find land?
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if lp then
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-- If mob in or on dangerous block, look for land
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if is_in_danger then
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-- Better way to find shore - copied from upstream
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lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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lp = #lp > 0 and lp[random(#lp)]
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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-- did we find land?
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if lp then
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if lp.x > s.x then yaw = yaw + pi end
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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-- look towards land and jump/move in that direction
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yaw = set_yaw(self, yaw, 6)
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do_jump(self)
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set_velocity(self, self.walk_velocity)
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else
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yaw = yaw + random(-0.5, 0.5)
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end
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if lp.x > s.x then yaw = yaw + pi end
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-- look towards land and move in that direction
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yaw = set_yaw(self, yaw, 6)
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set_velocity(self, self.walk_velocity)
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end
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end
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-- A danger is near but mob is not inside
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else
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@ -3218,8 +3254,6 @@ local mob_step = function(self, dtime)
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breed(self)
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follow_flop(self)
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if do_states(self, dtime) then
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return
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end
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@ -3228,6 +3262,18 @@ local mob_step = function(self, dtime)
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runaway_from(self)
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if is_at_water_danger(self) and self.state ~= "attack" then
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if random(1, 10) <= 6 then
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set_velocity(self, 0)
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self.state = "stand"
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set_animation(self, "stand")
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yaw = yaw + random(-0.5, 0.5)
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yaw = set_yaw(self, yaw, 8)
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end
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end
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follow_flop(self)
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if is_at_cliff_or_danger(self) then
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set_velocity(self, 0)
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self.state = "stand"
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