animalia/api/mob_ai.lua

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2024-01-04 11:15:02 -08:00
------------
-- Mob AI --
------------
-- Math --
local abs = math.abs
local atan2 = math.atan2
local cos = math.cos
local min = math.min
local max = math.max
local floor = math.floor
local pi = math.pi
local pi2 = pi * 2
local sin = math.sin
local rad = math.rad
local random = math.random
local function diff(a, b) -- Get difference between 2 angles
return atan2(sin(b - a), cos(b - a))
end
local function clamp(val, minn, maxn)
if val < minn then
val = minn
elseif maxn < val then
val = maxn
end
return val
end
-- Vector Math --
local vec_add, vec_dot, vec_dir, vec_dist, vec_multi, vec_normal,
vec_round, vec_sub = vector.add, vector.dot, vector.direction, vector.distance,
vector.multiply, vector.normalize, vector.round, vector.subtract
local dir2yaw = minetest.dir_to_yaw
local yaw2dir = minetest.yaw_to_dir
-----------------
-- Local Tools --
-----------------
local farming_enabled = minetest.get_modpath("farming") and farming.registered_plants
if farming_enabled then
minetest.register_on_mods_loaded(function()
for name, def in pairs(minetest.registered_nodes) do
local item_string = name:sub(1, #name - 2)
local item_name = item_string:split(":")[2]
local growth_stage = tonumber(name:sub(-1)) or 1
if farming.registered_plants[item_string]
or farming.registered_plants[item_name] then
def.groups.crop = growth_stage
end
minetest.register_node(":" .. name, def)
end
end)
end
local animate_player = {}
if minetest.get_modpath("default")
and minetest.get_modpath("player_api") then
animate_player = player_api.set_animation
elseif minetest.get_modpath("mcl_player") then
animate_player = mcl_player.player_set_animation
end
local function get_group_positions(self)
local objects = creatura.get_nearby_objects(self, self.name)
local group = {}
for _, object in ipairs(objects) do
local obj_pos = object and object:get_pos()
if obj_pos then table.insert(group, obj_pos) end
end
return group
end
local function calc_altitude(self, pos2)
local height_half = self.height * 0.5
local center_y = pos2.y + height_half
local calc_pos = {x = pos2.x, y = center_y, z = pos2.z}
local range = (height_half + 2)
local offset = {x = 0, y = range, z = 0}
local ceil_pos, floor_pos = vec_add(calc_pos, offset), vec_sub(calc_pos, offset)
local ray_up = minetest.raycast(calc_pos, ceil_pos, false, true):next()
local ray_down = minetest.raycast(calc_pos, floor_pos, false, true):next()
ceil_pos = (ray_up and ray_up.above) or ceil_pos
floor_pos = (ray_down and ray_down.above) or floor_pos
local dist_up = ceil_pos.y - center_y
local dist_down = floor_pos.y - center_y
local altitude = (dist_up + dist_down) / 2
return ((calc_pos.y + altitude) - center_y) / range * 2
end
local function calc_steering_and_lift(self, pos, pos2, dir, steer_method)
local steer_to = creatura.calc_steering(self, pos2, steer_method or creatura.get_context_small)
pos2 = vec_add(pos, steer_to)
local lift = creatura.get_avoidance_lift(self, pos2, 2)
steer_to.y = (lift ~= 0 and lift) or dir.y
return steer_to
end
local function calc_steering_and_lift_aquatic(self, pos, pos2, dir, steer_method)
local steer_to = creatura.calc_steering(self, pos2, steer_method or creatura.get_context_small_aquatic)
local lift = creatura.get_avoidance_lift_aquatic(self, vec_add(pos, steer_to), 2)
steer_to.y = (lift ~= 0 and lift) or dir.y
return steer_to
end
local function get_obstacle(pos, water)
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
local n_def = creatura.get_node_def(pos2)
if n_def.walkable
or (water and (n_def.groups.liquid or 0) > 0) then
pos2.y = pos.y + 1
n_def = creatura.get_node_def(pos2)
local col_max = n_def.walkable or (water and (n_def.groups.liquid or 0) > 0)
pos2.y = pos.y - 1
local col_min = col_max and (n_def.walkable or (water and (n_def.groups.liquid or 0) > 0))
if col_min then
return pos
else
pos2.y = pos.y + 1
return pos2
end
end
end
function animalia.get_steering_context(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
pos = vec_round(pos)
local width = self.width or 0.5
local check_pos = vec_add(pos, steer_dir)
local collision = get_obstacle(check_pos)
local unsafe_pos = not collision and not self:is_pos_safe(check_pos) and check_pos
if collision
or unsafe_pos then
local dir2goal = vec_normal(vec_dir(pos, goal))
local dir2col = vec_normal(vec_dir(pos, collision or unsafe_pos))
local dist2col = vec_dist(pos, collision or unsafe_pos) - width
local dot_score = vec_dot(dir2col, dir2goal)
local dist_score = (range - dist2col) / range
interest = interest - dot_score
danger = dist_score
end
return interest, danger
end
--------------
-- Movement --
--------------
-- Obstacle Avoidance
function animalia.obstacle_avoidance(self, goal, water)
local steer_method = water and creatura.get_context_small_aquatic or animalia.get_steering_context
local dir = creatura.calc_steering(self, goal, steer_method)
local lift_method = water and creatura.get_avoidance_lift_aquatic or creatura.get_avoidance_lift
local lift = lift_method(self, vec_add(self.stand_pos, dir), 2)
dir.y = (lift ~= 0 and lift) or dir.y
return dir
end
-- Methods
creatura.register_movement_method("animalia:fly_wide", function(self)
local steer_to
local steer_int = 0
self:set_gravity(0)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos or not goal then return end
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
_self:halt()
return true
end
-- Calculate Movement
local turn_rate = 2.5
local speed = abs(_self.speed or 2) * speed_factor or 0.5
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / max(speed, 1)
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
local dir = steer_to or vec_dir(pos, goal)
local altitude = calc_altitude(self, vec_add(pos, dir))
dir.y = (altitude ~= 0 and altitude) or dir.y
if vec_dot(dir, yaw2dir(_self.object:get_yaw())) > 0.2 then -- Steer faster for major obstacles
turn_rate = 5
end
-- Apply Movement
_self:turn_to(dir2yaw(dir), turn_rate)
_self:set_forward_velocity(speed)
_self:set_vertical_velocity(speed * dir.y)
end
return func
end)
-- Steering Methods
creatura.register_movement_method("animalia:steer", function(self)
local steer_to
local steer_int = 0
local radius = 2 -- Arrival Radius
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vec_dist(pos, goal)
local dir = vec_dir(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Steering
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / max(vel, 1)
steer_to = steer_int <= 0 and animalia.obstacle_avoidance(_self, goal) or steer_to
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(steer_to or dir), turn_rate)
_self:set_forward_velocity(vel)
end
return func
end)
creatura.register_movement_method("animalia:steer_no_gravity", function(self)
local steer_to
local steer_int = 0
local radius = 2 -- Arrival Radius
self:set_gravity(0)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vec_dist(pos, goal)
local dir = vec_dir(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Steering
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / max(vel, 1)
steer_to = steer_int <= 0 and animalia.obstacle_avoidance(_self, goal, _self.max_breath == 0) or steer_to
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(steer_to or dir), turn_rate)
_self:set_forward_velocity(vel)
_self:set_vertical_velocity(dir.y * vel)
end
return func
end)
-- Simple Methods
creatura.register_movement_method("animalia:move", function(self)
local radius = 2 -- Arrival Radius
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vec_dist(pos, goal)
local dir = vec_dir(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(dir), turn_rate)
_self:set_forward_velocity(vel)
end
return func
end)
creatura.register_movement_method("animalia:move_no_gravity", function(self)
local radius = 2 -- Arrival Radius
self:set_gravity(0)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vec_dist(pos, goal)
local dir = vec_dir(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(dir), turn_rate)
_self:set_forward_velocity(vel)
_self:set_vertical_velocity(vel * dir.y)
end
return func
end)
-------------
-- Actions --
-------------
function animalia.action_walk(self, time, speed, animation, pos2)
local timeout = time or 3
local speed_factor = speed or 0.5
local anim = animation or "walk"
local wander_radius = 2
local dir = pos2 and vec_dir(self.stand_pos, pos2)
local function func(mob)
local pos, yaw = mob.object:get_pos(), mob.object:get_yaw()
if not pos or not yaw then return true end
dir = pos2 and vec_dir(pos, pos2) or minetest.yaw_to_dir(yaw)
local wander_point = vec_add(pos, vec_multi(dir, wander_radius + 0.5))
local goal = vec_add(wander_point, vec_multi(minetest.yaw_to_dir(random(pi2)), wander_radius))
local safe = true
if mob.max_fall then
safe = mob:is_pos_safe(goal)
end
if timeout <= 0
or not safe
or mob:move_to(goal, "animalia:steer", speed_factor) then
mob:halt()
return true
end
timeout = timeout - mob.dtime
if timeout <= 0 then return true end
mob:animate(anim)
end
self:set_action(func)
end
function animalia.action_swim(self, time, speed, animation, pos2)
local timeout = time or 3
local speed_factor = speed or 0.5
local anim = animation or "swim"
local wander_radius = 2
local function func(mob)
local pos, yaw = mob.object:get_pos(), mob.object:get_yaw()
if not pos or not yaw then return true end
if not mob.in_liquid then return true end
local steer_direction = pos2 and vec_dir(pos, pos2)
if not steer_direction then
local wander_point = {
x = pos.x + -sin(yaw) * (wander_radius + 0.5),
y = pos.y,
z = pos.z + cos(yaw) * (wander_radius + 0.5)
}
local wander_angle = random(pi2)
steer_direction = vec_dir(pos, {
x = wander_point.x + -sin(wander_angle) * wander_radius,
y = wander_point.y + (random(-10, 10) / 10),
z = wander_point.z + cos(wander_angle) * wander_radius
})
end
-- Boids
local boid_dir = mob.uses_boids and creatura.get_boid_dir(mob)
if boid_dir then
steer_direction = {
x = (steer_direction.x + boid_dir.x) / 2,
y = (steer_direction.y + boid_dir.y) / 2,
z = (steer_direction.z + boid_dir.z) / 2
}
end
local goal = vec_add(pos, vec_multi(steer_direction, mob.width + 2))
if timeout <= 0
or mob:move_to(goal, "animalia:steer_no_gravity", speed_factor) then
mob:halt()
return true
end
timeout = timeout - mob.dtime
if timeout <= 0 then return true end
mob:animate(anim)
end
self:set_action(func)
end
function animalia.action_fly(self, time, speed, animation, pos2, turn)
local timeout = time or 3
local speed_factor = speed or 0.5
local anim = animation or "fly"
local turn_rate = turn or 1.5
local wander_radius = 2
local function func(mob)
local pos, yaw = mob.object:get_pos(), mob.object:get_yaw()
if not pos or not yaw then return true end
local steer_direction = pos2 and vec_dir(pos, pos2)
if not steer_direction then
local wander_point = {
x = pos.x + -sin(yaw) * (wander_radius + turn_rate),
y = pos.y,
z = pos.z + cos(yaw) * (wander_radius + turn_rate)
}
local wander_angle = random(pi2)
steer_direction = vec_dir(pos, {
x = wander_point.x + -sin(wander_angle) * wander_radius,
y = wander_point.y + (random(-10, 10) / 10) * turn_rate,
z = wander_point.z + cos(wander_angle) * wander_radius
})
end
-- Boids
local boid_dir = mob.uses_boids and creatura.get_boid_dir(mob)
if boid_dir then
steer_direction = {
x = (steer_direction.x + boid_dir.x) / 2,
y = (steer_direction.y + boid_dir.y) / 2,
z = (steer_direction.z + boid_dir.z) / 2
}
end
local goal = vec_add(pos, vec_multi(steer_direction, mob.width + 2))
if timeout <= 0
or mob:move_to(goal, "animalia:steer_no_gravity", speed_factor) then
mob:halt()
return true
end
timeout = timeout - mob.dtime
if timeout <= 0 then return true end
mob:animate(anim)
end
self:set_action(func)
end
-- Latch to pos
-- if self.animations["latch_ceiling"] then latch to ceiling end
-- if self.animations["latch_wall"] then latch to wall end
function animalia.action_pursue(self, target, timeout, method, speed_factor, anim)
local timer = timeout or 4
local goal
local function func(_self)
local target_alive, line_of_sight, tgt_pos = _self:get_target(target)
if not target_alive then
return true
end
goal = goal or tgt_pos
timer = timer - _self.dtime
self:animate(anim or "walk")
local safe = true
if _self.max_fall
and _self.max_fall > 0 then
local pos = self.object:get_pos()
if not pos then return end
safe = _self:is_pos_safe(goal)
end
if line_of_sight
and vec_dist(goal, tgt_pos) > 3 then
goal = tgt_pos
end
if timer <= 0
or not safe
or _self:move_to(goal, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then
return true
end
end
self:set_action(func)
end
function animalia.action_melee(self, target)
local stage = 1
local is_animated = self.animations["melee"] ~= nil
local timeout = 1
local function func(mob)
local target_pos = target and target:get_pos()
if not target_pos then return true end
local pos = mob.stand_pos
local dist = vec_dist(pos, target_pos)
local dir = vec_dir(pos, target_pos)
local anim = is_animated and mob:animate("melee", "stand")
if stage == 1 then
mob.object:add_velocity({x = dir.x * 3, y = 2, z = dir.z * 3})
stage = 2
end
if stage == 2
and dist < mob.width + 1 then
mob:punch_target(target)
local knockback = minetest.calculate_knockback(
target, mob.object, 1.0,
{damage_groups = {fleshy = mob.damage}},
dir, 2.0, mob.damage
)
target:add_velocity({x = dir.x * knockback, y = dir.y * knockback, z = dir.z * knockback})
stage = 3
end
if stage == 3
and (not is_animated
or anim == "stand") then
return true
end
timeout = timeout - mob.dtime
if timeout <= 0 then return true end
end
self:set_action(func)
end
function animalia.action_float(self, time, anim)
local timer = time
local function func(_self)
_self:set_gravity(-0.14)
_self:halt()
_self:animate(anim or "foat")
timer = timer - _self.dtime
if timer <= 0 then
return true
end
end
self:set_action(func)
end
function animalia.action_dive_attack(self, target, timeout)
timeout = timeout or 12
local timer = timeout
local width = self.width or 0.5
local punch_init = false
local anim
local function func(_self)
-- Tick down timers
timer = timer - _self.dtime
if timer <= 0 then return true end
-- Get positions
local pos = _self.stand_pos
local tgt_pos = target and target:get_pos()
if not tgt_pos then return true end
local dist = vec_dist(pos, tgt_pos)
if punch_init then
anim = _self:animate("fly_punch", "fly")
if anim == "fly" then return true end
else
anim = _self:animate("fly")
end
if dist > width + 1 then
local method = "animalia:move_no_gravity"
if dist > 4 then
method = "animalia:steer_no_gravity"
end
_self:move_to(tgt_pos, method, 1)
elseif not punch_init then
_self:punch_target(target)
punch_init = true
end
end
self:set_action(func)
end
-- Behaviors
-- Basic --
creatura.register_utility("animalia:basic_idle", function(self, timeout, anim)
local timer = timeout or 1
local init = false
local function func(mob)
if not init then
creatura.action_idle(mob, timeout, anim)
end
timer = timer - mob.dtime
if timer <= 0 then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:basic_wander", function(self)
local idle_max = 4
local move_chance = 3
local graze_chance = 16
--local iter = 1
local range = self.tracking_range
local center
local function func(mob)
local pos = mob.stand_pos
if mob:timer(2) then
--iter = iter < 3 and iter + 1 or 1 -- Iterate to 3, then reset to 1
-- Grazing Behavior
if mob.is_grazing_mob
and random(graze_chance) < 2 then
local yaw = mob.object:get_yaw()
if not yaw then return true end
local turf_pos = {
x = pos.x + -sin(yaw) * mob.width,
y = pos.y - 0.5,
z = pos.z + cos(yaw) * mob.width
}
if animalia.eat_turf(mob, turf_pos) then
animalia.add_break_particle(turf_pos)
creatura.action_idle(mob, 1, "eat")
end
end
-- Herding Behavior
if mob.is_herding_mob then
center = animalia.get_average_pos(get_group_positions(mob)) or pos
if vec_dist(pos, center) < range / 4 then
center = false
end
end
-- Skittish Behavior
if mob.is_skittish_mob then
local plyr = creatura.get_nearby_player(mob)
local plyr_alive, los, plyr_pos = mob:get_target(plyr)
if plyr_alive
and los then
center = vec_add(pos, vec_dir(plyr_pos, pos))
end
end
end
if not mob:get_action() then
if random(move_chance) < 2 then
animalia.action_walk(mob, 3, 0.2, "walk", center)
center = false
else
creatura.action_idle(mob, random(idle_max), "stand")
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:basic_seek_pos", function(self, pos2, timeout)
timeout = timeout or 3
local function func(mob)
local pos = mob.object:get_pos()
if not pos or not pos2 then return true end
if not mob:get_action() then
local anim = (mob.animations["run"] and "run") or "walk"
animalia.action_walk(mob, 1, 1, anim, pos2)
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:basic_seek_food", function(self)
local timeout = 3
local food = animalia.get_dropped_food(self)
local food_reached = false
local function func(mob)
local pos = mob.object:get_pos()
local food_pos = food and food:get_pos()
if not pos or not food_pos then return true, 10 end
local dist = vec_dist(pos, food_pos)
if dist < mob.width + 0.5
and not food_reached then
food_reached = true
local anim = (mob.animations["eat"] and "eat") or "stand"
creatura.action_idle(mob, 1, anim)
animalia.eat_dropped_item(mob, food)
end
if not mob:get_action() then
if food_reached then return true, 10 end
local anim = (mob.animations["run"] and "run") or "walk"
animalia.action_walk(mob, 1, 1, anim, food_pos)
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:basic_seek_crop", function(self)
local timeout = 12
local crop = animalia.find_crop(self)
local crop_reached = false
local function func(mob)
local pos = mob.object:get_pos()
if not pos or not crop then return true, 30 end
local dist = vec_dist(pos, crop)
if dist < mob.width + 0.5
and not crop_reached then
crop_reached = true
local anim = (mob.animations["eat"] and "eat") or "stand"
creatura.action_idle(mob, 1, anim)
animalia.eat_crop(mob, crop)
end
if not mob:get_action() then
if crop_reached then return true, 10 end
animalia.action_walk(mob, 2, 0.5, "walk", crop)
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:basic_flee", function(self, target)
local function func(mob)
local pos, target_pos = mob.object:get_pos(), target:get_pos()
if not pos or not target_pos then return true end
if not mob:get_action() then
animalia.action_walk(mob, 0.5, 1, "run", vec_add(pos, vec_dir(target_pos, pos)))
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:basic_attack", function(self, target)
local has_attacked = false
local has_warned = not self.warn_before_attack
local function func(mob)
local target_alive, _, target_pos = mob:get_target(target)
if not target_alive then return true end
local pos = mob.object:get_pos()
if not pos then return true end
if not mob:get_action() then
if has_attacked then return true, 2 end
local dist = vec_dist(pos, target_pos)
if dist > mob.width + 1 then
if not has_warned
and dist > mob.width + 2 then
local yaw = mob.object:get_yaw()
local yaw_to_target = minetest.dir_to_yaw(vec_dir(pos, target_pos))
if abs(diff(yaw, yaw_to_target)) > pi / 2 then
animalia.action_pursue(mob, target)
else
creatura.action_idle(mob, 0.5, "warn")
end
return
else
animalia.action_pursue(mob, target, 0.5)
end
else
animalia.action_melee(mob, target)
has_attacked = true
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:basic_breed", function(self)
local mate
local timer = 0
local function func(mob)
mate = mate or animalia.get_nearby_mate(mob, mob.name)
if not mate then return true end
local pos, target_pos = mob.object:get_pos(), mate and mate:get_pos()
if not pos or not target_pos then return true end
local dist = vec_dist(pos, target_pos)
timer = dist < mob.width + 0.5 and timer + mob.dtime or timer
if timer > 2 then
local mate_entity = mate:get_luaentity()
mob.breeding = mob:memorize("breeding", false)
mob.breeding_cooldown = mob:memorize("breeding_cooldown", 300)
mate_entity.breeding = mate:memorize("breeding", false)
mate_entity.breeding_cooldown = mate:memorize("breeding_cooldown", 300)
animalia.particle_spawner(pos, "heart.png", "float")
for _ = 1, mob.birth_count or 1 do
if mob.add_child then
mob:add_child(mate_entity)
else
local object = minetest.add_entity(pos, mob.name)
local ent = object:get_luaentity()
ent.growth_scale = 0.7
animalia.initialize_api(ent)
animalia.protect_from_despawn(ent)
end
end
end
if not mob:get_action() then
animalia.action_pursue(mob, mate)
end
end
self:set_utility(func)
end)
-- Swim --
creatura.register_utility("animalia:swim_wander", function(self)
local move_chance = 2
local idle_max = 4
local function func(mob)
if not mob:get_action() then
if not mob.in_liquid then
creatura.action_idle(mob, 1, "flop")
return
end
if not mob.idle_in_water
or random(move_chance) < 2 then
animalia.action_swim(mob, 0.5)
else
animalia.action_float(mob, random(idle_max), "float")
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:swim_seek_land", function(self)
local land_pos
self:set_gravity(-9.8)
local function func(mob)
if not land_pos then
for i = 0, 330, 30 do
land_pos = animalia.find_collision(mob, yaw2dir(rad(i)))
if land_pos then
land_pos.y = land_pos.y + 1
if minetest.get_node(land_pos).name == "air" then
break
else
land_pos = nil
end
end
end
if not land_pos then return true end
end
local pos, yaw = mob.object:get_pos(), mob.object:get_yaw()
if not yaw then return end
local tyaw = dir2yaw(vec_dir(pos, land_pos))
if abs(tyaw - yaw) > 0.1 then
mob:turn_to(tyaw, 12)
end
mob:set_forward_velocity(mob.speed * 0.5)
mob:animate("walk")
if vec_dist(pos, land_pos) < 1
or (not mob.in_liquid
and mob.touching_ground) then
return true
end
end
self:set_utility(func)
end)
-- Fly --
creatura.register_utility("animalia:fly_wander", function(self, turn_rate)
local move_chance = 2
local idle_max = 4
local function func(mob)
if not mob:get_action() then
if not mob.idle_while_flying
or random(move_chance) < 2 then
animalia.action_fly(mob, 1, 0.5, "fly", nil, turn_rate)
else
animalia.action_hover(mob, random(idle_max), "hover")
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:fly_seek_home", function(self)
local home = self.home_position
local roost = self.roost_action or creatura.action_idle
local is_home = self.is_roost or function(pos, home_pos)
if abs(pos.x - home_pos.x) < 0.5
and abs(pos.z - home_pos.z) < 0.5
and abs(pos.y - home_pos.y) < 0.75 then
return true
end
return false
end
local function func(mob)
local pos = mob.object:get_pos()
if not pos or not home then return true end
if not mob:get_action() then
if is_home(pos, home) then
roost(mob, 1)
return
end
creatura.action_move(mob, home, 3, "animalia:steer_no_gravity", 1, "fly")
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:fly_seek_land", function(self)
local landed = false
local function func(_self)
if not _self:get_action() then
if landed then return true end
if _self.touching_ground then
creatura.action_idle(_self, 0.5, "stand")
landed = true
else
local pos2 = _self:get_wander_pos_3d(3, 6)
if pos2 then
local dist2floor = creatura.sensor_floor(_self, 10, true)
pos2.y = pos2.y - dist2floor
creatura.action_move(_self, pos2, 3, "animalia:move_no_gravity", 0.6, "fly")
end
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:fly_seek_food", function(self)
local timeout = 3
local food = animalia.get_dropped_food(self)
local food_reached = false
local function func(mob)
local pos = mob.object:get_pos()
local food_pos = food and food:get_pos()
if not pos or not food_pos then return true, 5 end
local dist = vec_dist(pos, food_pos)
if dist < mob.width + 0.5
and not food_reached then
food_reached = true
local anim = (mob.animations["eat"] and "eat") or "stand"
creatura.action_idle(mob, 1, anim)
animalia.eat_dropped_item(mob, food)
end
if not mob:get_action() then
if food_reached then return true, 10 end
animalia.action_fly(mob, 1, 1, "fly", food_pos, 3)
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
-- Horse --
creatura.register_utility("animalia:horse_tame", function(self)
local trust = 5
local player = self.rider
local player_props = player and player:get_properties()
if not player_props then return end
local player_size = player_props.visual_size
local mob_size = self.visual_size
local adj_size = {
x = player_size.x / mob_size.x,
y = player_size.y / mob_size.y
}
if player_size.x ~= adj_size.x then
player:set_properties({
visual_size = adj_size
})
end
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
if not player or not creatura.is_alive(player) then return true end
-- Increase Taming progress while Players view is aligned with the Horses
local yaw, plyr_yaw = _self.object:get_yaw(), player:get_look_horizontal()
local yaw_diff = abs(diff(yaw, plyr_yaw))
trust = yaw_diff < pi / 3 and trust + _self.dtime or trust - _self.dtime * 0.5
if trust >= 10 then -- Tame
_self.owner = _self:memorize("owner", player:get_player_name())
animalia.protect_from_despawn(_self)
animalia.mount(_self, player)
animalia.particle_spawner(pos, "creatura_particle_green.png", "float")
elseif trust <= 0 then -- Fail
animalia.mount(_self, player)
animalia.particle_spawner(pos, "creatura_particle_red.png", "float")
end
-- Actions
if not _self:get_action() then
if random(3) < 2 then
creatura.action_idle(_self, 0.5, "punch_aoe")
else
animalia.action_walk(_self, 2, 0.75, "run")
end
end
-- Dismount
if not player
or player:get_player_control().sneak then
animalia.mount(_self, player)
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:horse_ride", function(self, player)
local player_props = player and player:get_properties()
if not player_props then return end
local player_size = player_props.visual_size
local mob_size = self.visual_size
local adj_size = {
x = player_size.x / mob_size.x,
y = player_size.y / mob_size.y
}
if player_size.x ~= adj_size.x then
player:set_properties({
visual_size = adj_size
})
end
local function func(_self)
if not creatura.is_alive(player) then
return true
end
local anim = "stand"
local speed_x = 0
local tyaw = player:get_look_horizontal()
local control = player:get_player_control()
local vel = _self.object:get_velocity()
if not tyaw then return end
animate_player(player, "sit", 30)
if _self:timer(1) then
player_props = player and player:get_properties()
if player_props.visual_size.x ~= adj_size.x then
player:set_properties({
visual_size = adj_size
})
end
end
if control.up then
speed_x = 1
anim = "walk"
if control.aux1 then
speed_x = 1.5
anim = "run"
end
end
-- Jump Control
if control.jump
and _self.touching_ground
and vel.y < 1 then
_self.object:add_velocity({
x = 0,
y = _self.jump_power * 2,
z = 0
})
elseif not _self.touching_ground then
speed_x = speed_x * 0.75
end
-- Rear Animation when jumping
if not _self.touching_ground
and not _self.in_liquid
and vel.y > 0 then
anim = "rear"
end
-- Steering
local yaw = _self.object:get_yaw()
_self.head_tracking = nil
animalia.move_head(_self, tyaw, 0)
if speed_x > 0 and control.left then tyaw = tyaw + pi * 0.25 end
if speed_x > 0 and control.right then tyaw = tyaw - pi * 0.25 end
if abs(yaw - tyaw) > 0.1 then
_self:turn_to(tyaw, _self.turn_rate)
end
_self:set_forward_velocity(_self.speed * speed_x)
_self:animate(anim)
if control.sneak
or not _self.rider then
animalia.mount(_self, player)
return true
end
end
self:set_utility(func)
end)
-- Eagle --
creatura.register_utility("animalia:eagle_attack", function(self, target)
local function func(mob)
local pos = mob.object:get_pos()
local _, is_visible, target_pos = mob:get_target(target)
if not pos or not target_pos then return true end
if not mob:get_action() then
local vantage_pos = {
x = target_pos.x,
y = target_pos.y + 6,
z = target_pos.z
}
local dist = vec_dist(pos, vantage_pos)
if dist > 8 then
animalia.action_fly(mob, 1, 1, "fly", vantage_pos, 2)
elseif not is_visible then
animalia.action_fly(mob, 1, 0.5, "glide", vantage_pos, 4)
else
animalia.action_dive_attack(mob, target, 6)
end
end
end
self:set_utility(func)
end)
-- Cat --
creatura.register_utility("animalia:cat_seek_vessel", function(self)
local timeout = 12
local vessel
local vessel_reached = false
local function func(mob)
local pos = mob.object:get_pos()
if not pos then return true end
if not vessel then
local nodes = minetest.find_nodes_in_area(vec_sub(pos, 6), vec_add(pos, 6),
{"vessels:glass_bottle", "vessels:drinking_glass"}) or {}
if #nodes < 1 then return true, 10 end
vessel = nodes[random(#nodes)]
end
local dist = vec_dist(pos, vessel)
if dist < mob.width + 0.5
and not vessel_reached then
vessel_reached = true
creatura.action_idle(mob, 1)
if not minetest.is_protected(vessel, "") then
minetest.remove_node(vessel)
minetest.add_item(vessel, "vessels:glass_fragments")
end
end
if not mob:get_action() then
if vessel_reached then return true end
animalia.action_walk(mob, 1, 1, "run", vessel)
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:cat_follow_owner", function(self, player)
local timeout = 6
local attack_chance = 6
local function func(mob)
local owner = player or (mob.owner and minetest.get_player_by_name(mob.owner))
if not owner then return true end
local pos, target_pos = mob.object:get_pos(), owner:get_pos()
if not pos or not target_pos then return true end
if not mob:get_action() then
local dist = vec_dist(pos, target_pos)
if dist > mob.width + 0.5 then
animalia.action_pursue(mob, owner)
else
if random(attack_chance) < 2 then
animalia.action_melee(mob, owner)
else
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creatura.action_idle(mob, 1)
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end
end
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
-- Frog --
local function get_bug_pos(self)
local pos = self.object:get_pos()
if not pos then return end
local food = minetest.find_nodes_in_area(
vec_sub(pos, 3),
vec_add(pos, 3),
self.follow
) or {}
return #food > 0 and food[1]
end
creatura.register_utility("animalia:frog_seek_bug", function(self)
local timeout = 12
local bug = get_bug_pos(self)
local bug_reached = false
local function func(mob)
local pos = mob.object:get_pos()
if not pos or not bug then return true, 30 end
local dist = vec_dist(pos, bug)
if dist < mob.width + 0.5
and not bug_reached then
bug_reached = true
local dir = vec_dir(pos, bug)
local frame = floor(dist * 10)
self.object:set_yaw(dir2yaw(dir))
animalia.move_head(self, dir2yaw(dir), dir.y)
creatura.action_idle(self, 0.4, "tongue_" .. frame)
minetest.remove_node(bug)
end
if not mob:get_action() then
if bug_reached then return true, 10 end
animalia.action_walk(mob, 2, 0.5, "walk", bug)
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
-- Rat --
local function find_chest(self)
local pos = self.object:get_pos()
if not pos then return end
local nodes = minetest.find_nodes_with_meta(vec_sub(pos, 6), vec_add(pos, 6)) or {}
local pos2
for _, node_pos in ipairs(nodes) do
local meta = minetest.get_meta(node_pos)
if meta:get_string("owner") == "" then
local inv = minetest.get_inventory({type = "node", pos = node_pos})
if inv
and inv:get_list("main") then
pos2 = node_pos
end
end
end
return pos2
end
local function take_food_from_chest(self, pos)
local inv = minetest.get_inventory({type = "node", pos = pos})
if inv
and inv:get_list("main") then
for i, stack in ipairs(inv:get_list("main")) do
local item_name = stack:get_name()
local def = minetest.registered_items[item_name]
for group in pairs(def.groups) do
if group:match("food_") then
stack:take_item()
inv:set_stack("main", i, stack)
animalia.add_food_particle(self, item_name)
return true
end
end
end
end
end
creatura.register_utility("animalia:rat_seek_chest", function(self)
local timeout = 12
local chest = find_chest(self)
local chest_reached = false
local function func(mob)
local pos = mob.object:get_pos()
if not pos or not chest then return true, 30 end
local dist = vec_dist(pos, chest)
if dist < mob.width + 0.5
and not chest_reached then
chest_reached = true
creatura.action_idle(mob, 1, "eat")
take_food_from_chest(mob, chest)
end
if not mob:get_action() then
if chest_reached then return true, 10 end
animalia.action_walk(mob, 2, 0.5, "walk", chest)
end
timeout = timeout - mob.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
-- Tamed --
creatura.register_utility("animalia:tamed_idle", function(self)
local function func(mob)
if not mob.owner or mob.order ~= "stay" then return true end
if not mob:get_action() then
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creatura.action_idle(mob, 1)
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end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:tamed_follow_owner", function(self, player)
local function func(mob)
local owner = player or (mob.owner and minetest.get_player_by_name(mob.owner))
if not owner then return true end
local pos, target_pos = mob.object:get_pos(), owner:get_pos()
if not pos or not target_pos then return true end
if not mob:get_action() then
local dist = vec_dist(pos, target_pos)
if dist > mob.width + 1 then
animalia.action_pursue(mob, owner)
else
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creatura.action_idle(mob, 1)
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end
end
end
self:set_utility(func)
end)
------------
-- Mob AI --
-------------
animalia.mob_ai = {}
animalia.mob_ai.basic_wander = {
utility = "animalia:basic_wander",
step_delay = 0.25,
get_score = function(self)
return 0.1, {self}
end
}
animalia.mob_ai.basic_flee = {
utility = "animalia:basic_flee",
get_score = function(self)
local puncher = self._puncher
if puncher
and puncher:get_pos() then
return 0.6, {self, puncher}
end
self._puncher = nil
return 0
end
}
animalia.mob_ai.basic_breed = {
utility = "animalia:basic_breed",
step_delay = 0.25,
get_score = function(self)
if self.breeding
and animalia.get_nearby_mate(self, self.name) then
return 0.6, {self}
end
return 0
end
}
animalia.mob_ai.basic_attack = {
utility = "animalia:basic_attack",
get_score = function(self)
return animalia.get_attack_score(self, self.attack_list)
end
}
animalia.mob_ai.basic_seek_crop = {
utility = "animalia:basic_seek_crop",
step_delay = 0.25,
get_score = function(self)
if random(8) < 2 then
return 0.2, {self}
end
return 0
end
}
animalia.mob_ai.basic_seek_food = {
utility = "animalia:basic_seek_food",
get_score = function(self)
if random(1) < 8 then
return 0.3, {self}
end
return 0
end
}
-- Fly
animalia.mob_ai.fly_wander = {
utility = "animalia:fly_wander",
step_delay = 0.25,
get_score = function(self)
return 0.1, {self}
end
}
animalia.mob_ai.fly_landing_wander = {
utility = "animalia:fly_wander",
get_score = function(self)
if self.is_landed then
local player = creatura.get_nearby_player(self)
if player then
self.is_landed = self:memorize("is_landed", false)
end
end
if not self.is_landed
or self.in_liquid then
return 0.2, {self}
end
return 0
end
}
animalia.mob_ai.fly_seek_food = {
utility = "animalia:fly_seek_food",
get_score = function(self)
if random(8) < 2 then
return 0.3, {self}
end
return 0
end
}
animalia.mob_ai.fly_seek_land = {
utility = "animalia:fly_seek_land",
get_score = function(self)
if self.is_landed
and not self.touching_ground
and not self.in_liquid
and creatura.sensor_floor(self, 3, true) > 2 then
return 0.3, {self}
end
return 0
end
}
-- Swim
animalia.mob_ai.swim_seek_land = {
utility = "animalia:swim_seek_land",
step_delay = 0.25,
get_score = function(self)
if self.in_liquid then
return 0.3, {self}
end
return 0
end
}
animalia.mob_ai.swim_wander = {
utility = "animalia:swim_wander",
step_delay = 0.25,
get_score = function(self)
return 0.1, {self}
end
}
-- Tamed
animalia.mob_ai.tamed_follow_owner = {
utility = "animalia:tamed_follow_owner",
get_score = function(self)
if self.owner
and self.order == "follow" then
return 0.4, {self}
end
local lasso_holder = type(self._lassod_to) == "string" and minetest.get_player_by_name(self._lassod_to)
local player = lasso_holder or creatura.get_nearby_player(self)
if lasso_holder
or self:follow_wielded_item(player) then
return 0.4, {self, player}
end
return 0
end
}
animalia.mob_ai.tamed_stay = {
utility = "animalia:basic_idle",
step_delay = 0.25,
get_score = function(self)
local order = self.order or "wander"
if order == "sit" then
return 0.5, {self}
end
return 0
end
}
-- Bat
animalia.mob_ai.bat_seek_home = {
utility = "animalia:fly_seek_home",
get_score = function(self)
local pos = self.object:get_pos()
if not pos then return end
local home = animalia.is_day and self.home_position
if (home
and home.x
and vec_dist(pos, home) < 8)
or self.is_landed then
return 0.4, {self}
end
return 0
end
}
-- Cat
animalia.mob_ai.cat_seek_vessel = {
utility = "animalia:cat_seek_vessel",
step_delay = 0.25,
get_score = function(self)
if random(8) < 2 then
return 0.2, {self}
end
return 0
end
}
animalia.mob_ai.cat_follow_owner = {
utility = "animalia:cat_follow_owner",
get_score = function(self)
local trust = (self.owner and self.trust[self.owner]) or 0
if trust
and trust > 4
and self.order == "follow" then
return 0.4, {self}
end
local lasso_holder = type(self._lassod_to) == "string" and minetest.get_player_by_name(self._lassod_to)
if lasso_holder then
return 0.6, {self, lasso_holder}
end
return 0
end
}
animalia.mob_ai.cat_stay = {
utility = "animalia:basic_idle",
step_delay = 0.25,
get_score = function(self)
local trust = (self.owner and self.trust[self.owner]) or 0
if trust < 5 then return 0 end
local order = self.order or "wander"
if order == "sit" then
return 0.5, {self}
end
return 0
end
}
-- Eagle
animalia.mob_ai.eagle_attack = {
utility = "animalia:eagle_attack",
get_score = function(self)
if random(12) > 1
and (self:get_utility() or "") ~= "animalia:eagle_attack" then
return 0
end
local target = self._target or creatura.get_nearby_object(self, {"animalia:rat", "animalia:song_bird"})
local tgt_pos = target and target:get_pos()
if tgt_pos then
return 0.4, {self, target}
end
return 0
end
}
-- Fox
animalia.mob_ai.fox_flee = {
utility = "animalia:basic_flee",
get_score = function(self)
local target = self._puncher or creatura.get_nearby_player(self)
local pos, target_pos = self.object:get_pos(), target and target:get_pos()
if not pos or not target_pos then self._puncher = nil return 0 end
local dist = vec_dist(pos, target_pos)
local score = ((self.tracking_range - dist) / self.tracking_range) * 0.5
if target:get_player_control().sneak then score = score * 0.5 end
self._puncher = target
return score, {self, target}
end
}
-- Frog
animalia.mob_ai.frog_breed = {
utility = "animalia:basic_breed",
step_delay = 0.25,
get_score = function(self)
if self.breeding
and animalia.get_nearby_mate(self, self.name)
and self.in_liquid then
return 1, {self}
end
return 0
end
}
animalia.mob_ai.frog_flop = {
utility = "animalia:basic_idle",
step_delay = 0.25,
get_score = function(self)
if not self.in_liquid
and self.growth_scale < 0.8 then
return 1, {self, 1, "flop"}
end
return 0
end
}
animalia.mob_ai.frog_seek_water = {
utility = "animalia:basic_seek_pos",
get_score = function(self)
if self.in_liquid then return 0 end
local pos = self.object:get_pos()
if not pos then return end
local water = minetest.find_nodes_in_area(vec_sub(pos, 3), vec_add(pos, 3), {"group:water"})
if not water[1] then return 0 end
local player = self._target
local plyr_name = player and player:is_player() and player:get_player_name()
if plyr_name then
local plyr_pos = player and player:get_pos()
local trust = self.trust[plyr_name] or 0
return (10 - (vec_dist(pos, plyr_pos) + trust)) * 0.1, {self, water[1]}
end
return 0
end
}
animalia.mob_ai.frog_seek_bug = {
utility = "animalia:frog_seek_bug",
get_score = function(self)
if random(8) < 2 then
return 0.3, {self}
end
return 0
end
}
-- Opossum
animalia.mob_ai.opossum_feint = {
utility = "animalia:basic_idle",
get_score = function(self)
local target = self._puncher or creatura.get_nearby_player(self)
local pos, tgt_pos = self.object:get_pos(), target and target:get_pos()
if not pos then return end
if not tgt_pos then self._puncher = nil return 0 end
local sneaking = target:get_player_control().sneak
if not sneaking then
local dist = vec_dist(pos, tgt_pos)
local score = (self.tracking_range - dist) / self.tracking_range
self._puncher = target
return score / 3, {self, 5, "feint"}
end
self._puncher = nil
return 0
end
}
-- Rat
animalia.mob_ai.rat_seek_chest = {
utility = "animalia:rat_seek_chest",
step_delay = 0.25,
get_score = function(self)
if random(8) < 2 then
return 0.3, {self}
end
return 0
end
}