Update Movement API, Fix potential crashes

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ElCeejo 2022-06-21 15:12:27 -07:00 committed by GitHub
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commit db1c6c84ca
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@ -79,40 +79,7 @@ local moveable = creatura.is_pos_moveable
local fast_ray_sight = creatura.fast_ray_sight
local get_node_def = creatura.get_node_def
local function get_ground_level(pos2, max_height)
local node = minetest.get_node(pos2)
local node_under = minetest.get_node({
x = pos2.x,
y = pos2.y - 1,
z = pos2.z
})
local height = 0
local walkable = is_solid[node_under.name] and not is_solid[node.name]
if walkable then
return pos2
elseif not walkable then
if not is_solid[node_under.name] then
while not is_solid[node_under.name]
and height < max_height do
pos2.y = pos2.y - 1
node_under = minetest.get_node({
x = pos2.x,
y = pos2.y - 1,
z = pos2.z
})
height = height + 1
end
else
while is_solid[node.name]
and height < max_height do
pos2.y = pos2.y + 1
node = minetest.get_node(pos2)
height = height + 1
end
end
return pos2
end
end
local get_ground_level = creatura.get_ground_level
local function get_ceiling_positions(pos, range)
local walkable = minetest.find_nodes_in_area(
@ -137,41 +104,67 @@ local function get_ceiling_positions(pos, range)
return output
end
local function get_obstacle_avoidance(self, lift)
local function get_collision(self, yaw)
local width = self.width
local height = self.height
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
pos.y = pos.y + self.stepheight
local vel = self.object:get_velocity()
local vel_len = abs(vector.length(vel))
if vel_len < 1.5 then
vel_len = 1.5
if not pos then return end
pos.y = pos.y + 1
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), width + 5))
for x = -width, width, width / ceil(width) do
for y = 0, height, height / ceil(height) do
local vec1 = {
x = cos(yaw) * ((pos.x + x) - pos.x) + pos.x,
y = pos.y + y,
z = sin(yaw) * ((pos.x + x) - pos.x) + pos.z
}
local vec2 = {
x = cos(yaw) * ((pos2.x + x) - pos2.x) + pos2.x,
y = vec1.y,
z = sin(yaw) * ((pos2.x + x) - pos2.x) + pos2.z
}
local ray = minetest.raycast(vec1, vec2, false, true)
for pointed_thing in ray do
if pointed_thing
and pointed_thing.type == "node" then
return true, pointed_thing.intersection_point
end
local dir = yaw2dir(yaw)
dir.y = lift
local outset = vec_add(pos, vec_multi(dir, vel_len))
local pos2
local obstacle = false
if not fast_ray_sight(pos, outset) then
pos2 = vec_add(pos, vec_multi(dir, -vel_len))
obstacle = true
end
return pos2, obstacle
end
end
return false
end
local function get_wander_pos_3d(self, range)
local outset = random(range or 4)
local function get_obstacle_avoidance(self, goal)
local width = self.width
local height = self.height
local pos = self.object:get_pos()
local move_dir = {
x = random(-10, 10) * 0.1,
z = random(-10, 10) * 0.1,
y = random(-10, 10) * 0.1
}
local pos2 = vec_add(pos, vec_multi(vec_normal(move_dir), random(1, outset)))
local sight, dist = fast_ray_sight(pos, pos2, true)
if not sight then
pos2 = vec_add(pos, vec_multi(vec_normal(move_dir), dist - 0.5))
if not pos then return end
pos.y = pos.y + 1
local yaw2goal = dir2yaw(vec_dir(pos, goal))
local collide, col_pos = get_collision(self, yaw2goal)
if not collide then return end
local avd_pos
for i = 45, 180, 45 do
local angle = rad(i)
local dir = vec_multi(yaw2dir(yaw2goal + angle), width)
avd_pos = vec_center(vec_add(pos, dir))
if not get_collision(self, yaw2goal) then
break
end
return pos2
angle = -rad(i)
dir = vec_multi(yaw2dir(yaw2goal + angle), width)
avd_pos = vec_center(vec_add(pos, dir))
if not get_collision(self, yaw2goal) then
break
end
end
if col_pos.y - (pos.y + height * 0.5) > 1 then
avd_pos.y = avd_pos.y - 3
elseif (pos.y + height * 0.5) - col_pos.y > 1 then
avd_pos.y = avd_pos.y + 3
end
return avd_pos
end
local function get_boid_members(pos, radius, name, texture_no)
@ -196,197 +189,133 @@ end
-- Movement Methods --
----------------------
local function movement_fly(self, pos2)
-- Initial Properties
-- Flying --
creatura.register_movement_method("animalia:fly_obstacle_avoidance", function(self, goal)
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, ceil(self.width))
local function func(self)
local pos = self.object:get_pos()
local turn_rate = self.turn_rate or 10
local speed = self.speed or 2
if not pos then return end
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end
self:animate("fly")
self:set_gravity(0)
-- Collision Avoidance
local temp_goal = self._movement_data.temp_goal
local obstacle = self._movement_data.obstacle or false
if not temp_goal
or self:pos_in_box(temp_goal, self.width) then
self._movement_data.temp_goal, self._movement_data.obstacle = get_obstacle_avoidance(self, vec_dir(pos, pos2).y)
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box(waypoint, box) then
waypoint = get_obstacle_avoidance(self, goal)
end
local neighbor = self._movement_data.temp_goal
-- Calculate Movement
local dir = vector.direction(pos, pos2)
local tyaw = minetest.dir_to_yaw(dir)
if neighbor then
local lift = dir.y
dir = vector.direction(pos, neighbor)
if not obstacle then
dir.y = lift
tick = 0.15
end
tyaw = minetest.dir_to_yaw(dir)
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
goal_dir = vec_dir(pos, waypoint)
end
if self._path
and #self._path > 1 then
neighbor = self._path[2]
dir = vector.direction(pos, neighbor)
tyaw = minetest.dir_to_yaw(dir)
if self:pos_in_box(neighbor, self.width + 0.2) then
table.remove(self._path, 1)
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
self:set_vertical_velocity((self.speed or 2) * goal_dir.y)
end
return func
end)
creatura.register_movement_method("animalia:fly_pathfind", function(self, goal)
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, ceil(self.width))
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end
self:animate("fly")
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box(waypoint, box) then
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
-- There's an obstruction, time to find a path
if #path < 1 then
path = creatura.find_theta_path(self, pos, goal, self.width, self.height, 300, false, true) or {}
else
self._path = creatura.find_path(self, pos, pos2, self.width, self.height, 300, false, true)
waypoint = path[2] or path[1]
end
-- Apply Movement
self:turn_to(tyaw, turn_rate)
self:set_forward_velocity(speed)
local v_speed = speed * dir.y
local vel = self.object:get_velocity()
vel.y = vel.y + (v_speed - vel.y) * 0.2
self:set_vertical_velocity(vel.y)
if self:pos_in_box(pos2) then
self:halt()
goal_dir = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
creatura.register_movement_method("animalia:fly_path", movement_fly)
local function movement_fly_waypoints(self, pos2, speed)
-- Initial Properties
local pos = self.object:get_pos()
self:animate("fly")
self:set_gravity(0)
-- Collision Avoidance
local temp_goal = self._movement_data.temp_goal
local obstacle = self._movement_data.obstacle or false
if not temp_goal
or self:pos_in_box(temp_goal, 0.4) then
self._movement_data.temp_goal, self._movement_data.obstacle = get_obstacle_avoidance(self, vec_dir(pos, pos2).y)
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
self:set_vertical_velocity((self.speed or 2) * goal_dir.y)
end
local neighbor = self._movement_data.temp_goal
-- Calculate Movement
local dir = vector.direction(pos, pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
local speed = self.speed or 2
if neighbor then
local lift = dir.y
dir = vector.direction(pos, neighbor)
if not obstacle then
dir.y = lift
end
tyaw = minetest.dir_to_yaw(dir)
end
-- Apply Movement
self:turn_to(boid_angle or tyaw, turn_rate)
self:set_forward_velocity(speed)
local v_speed = speed * dir.y
local vel = self.object:get_velocity()
vel.y = vel.y + (v_speed - vel.y) * 0.2
self:set_vertical_velocity(vel.y)
if self:pos_in_box(pos2) then
self:halt()
end
end
creatura.register_movement_method("animalia:fly_waypoints", movement_fly_waypoints)
-- Fly Obstacle Avoidance --
local function movement_fly_obstacle_avoidance(self, pos2, speed)
-- Initial Properties
local pos = self.object:get_pos()
local turn_rate = self.turn_rate or 10
local speed = self.speed or 2
self:animate("fly")
self:set_gravity(0)
-- Collision Avoidance
local temp_goal = self._movement_data.temp_goal
local obstacle = self._movement_data.obstacle or false
local timer = self._movement_data.timer
if not temp_goal
or self:pos_in_box(temp_goal, 0.4)
or (timer
and timer <= 0) then
self._movement_data.temp_goal, self._movement_data.obstacle = get_obstacle_avoidance(self, vec_dir(pos, pos2).y)
temp_goal = self._movement_data.temp_goal
obstacle = self._movement_data.obstacle or false
if temp_goal then
self._movement_data.timer = 3
end
end
if timer then
self._movement_data.timer = self._movement_data.timer - self.dtime
end
-- Calculate Movement
local dir = vector.direction(pos, pos2)
local tyaw = minetest.dir_to_yaw(dir)
if temp_goal
and obstacle then
dir = vector.direction(pos, temp_goal)
dir.y = vec_dir(pos, pos2).y
tyaw = minetest.dir_to_yaw(dir)
end
-- Apply Movement
self:turn_to(tyaw, turn_rate)
self:set_forward_velocity(speed)
local v_speed = (speed) * dir.y
local vel = self.object:get_velocity()
vel.y = vel.y + (v_speed - vel.y) * 0.2
self:set_vertical_velocity(vel.y)
if self:pos_in_box(pos2, 0.5) then
self:halt()
end
end
creatura.register_movement_method("animalia:fly_obstacle_avoidance", movement_fly_obstacle_avoidance)
return func
end)
-- Swimming --
local function movement_swim_obstacle_avoidance(self, pos2, speed)
-- Initial Properties
creatura.register_movement_method("animalia:swim_obstacle_avoidance", function(self, goal)
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, ceil(self.width))
local function func(self)
if self.in_liquid then
self:set_gravity(-9.8)
return true
end
local pos = self.object:get_pos()
self:animate("swim")
self:set_gravity(0)
-- Collision Avoidance
local temp_goal = self._movement_data.temp_goal
local obstacle = self._movement_data.obstacle or false
local timer = self._movement_data.timer
if not temp_goal
or self:pos_in_box(temp_goal, 0.4)
or (timer
and timer <= 0) then
self._movement_data.temp_goal, self._movement_data.obstacle = get_obstacle_avoidance(self, vec_dir(pos, pos2).y)
temp_goal = self._movement_data.temp_goal
obstacle = self._movement_data.obstacle or false
if temp_goal then
self._movement_data.timer = vec_dist(pos, temp_goal) / self.speed
end
end
if timer then
self._movement_data.timer = self._movement_data.timer - self.dtime
end
-- Calculate Movement
local dir = vector.direction(pos, pos2)
local tyaw = minetest.dir_to_yaw(dir)
if temp_goal
and obstacle then
dir = vector.direction(pos, temp_goal)
tyaw = minetest.dir_to_yaw(dir)
end
-- Apply Movement
self:turn_to(tyaw, turn_rate)
self:set_forward_velocity(speed)
local v_speed = speed * dir.y
local vel = self.object:get_velocity()
vel.y = vel.y + (v_speed - vel.y) * 0.2
if not is_liquid[minetest.get_node(vec_raise(pos, 1)).name]
and vel.y > 0 then
vel.y = 0
end
self:set_vertical_velocity(vel.y)
if self:pos_in_box(pos2) then
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < self.width * 1.33 then
self:halt()
return true
end
self:animate("swim")
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or vec_dist(pos, waypoint) < self.width * 1.33 then
waypoint = get_obstacle_avoidance(self, goal)
end
creatura.register_movement_method("animalia:swim_obstacle_avoidance", movement_swim_obstacle_avoidance)
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
goal_dir = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
self:set_vertical_velocity((self.speed or 2) * goal_dir.y)
end
return func
end)
-------------
-- Actions --
@ -473,11 +402,10 @@ function animalia.action_boid_move(self, pos2, timeout, method)
end
end
if timer <= 0
or self:pos_in_box(goal, 0.5) then
or self:move_to(goal, method or "animalia:fly_obstacle_avoidance", 1)then
self:halt()
return true
end
self:move(goal, method or "animalia:fly_obstacle_avoidance", 1)
end
self:set_action(func)
end
@ -485,7 +413,6 @@ end
function animalia.action_boid_walk(self, pos2, timeout, method, speed_factor, anim)
local boids = creatura.get_boid_members(self.object:get_pos(), 12, self.name)
local timer = timeout
local move_init = false
local goal = pos2
local function func(self)
local pos = self.object:get_pos()
@ -500,19 +427,11 @@ function animalia.action_boid_walk(self, pos2, timeout, method, speed_factor, an
pos2 = get_ground_level(vec_add(pos, vec_multi(boid_dir, 4)), 2)
end
end
if not pos2
or (move_init
and not self._movement_data.goal) then
return true
end
if timer <= 0
or self:pos_in_box({x = goal.x, y = pos.y + 0.1, z = goal.z})
or vec_dist(pos, goal) < 1 then
or self:move_to(pos2, method or "creatura:obstacle_avoidance", speed_factor or 1, anim or "walk") then
self:halt()
return true
end
self:move(pos2, method or "creatura:obstacle_avoidance", speed_factor or 1, anim or "walk")
move_init = true
end
self:set_action(func)
end
@ -547,10 +466,6 @@ function animalia.action_horse_spin(self, speed, anim)
self:set_action(func)
end
---------------
-- Behaviors --
---------------
------------------------
-- Register Utilities --
------------------------
@ -564,6 +479,7 @@ creatura.register_utility("animalia:wander", function(self, group)
local group_tick = 1
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
if not self:get_action() then
local goal
local move = random(move_probability) < 2
@ -615,6 +531,7 @@ creatura.register_utility("animalia:skittish_wander", function(self)
local avoid_tick = 1
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
if not self:get_action() then
local goal
local move = random(move_probability) < 2
@ -661,6 +578,7 @@ creatura.register_utility("animalia:skittish_boid_wander", function(self)
local force_move = false
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local goal
if self:timer(3) then
local range = self.tracking_range * 0.5
@ -717,6 +635,7 @@ creatura.register_utility("animalia:boid_wander", function(self, group)
local group_tick = 1
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
if not self:get_action() then
local goal
local move = random(move_probability) < 2
@ -765,7 +684,8 @@ creatura.register_utility("animalia:wander_water_surface", function(self)
local function func(self)
if not self.in_liquid then return true end
local pos = self.object:get_pos()
local random_goal = get_wander_pos_3d(self, 2)
if not pos then return end
local random_goal = self:get_wander_pos_3d(1, 3)
if not self:get_action() then
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
@ -789,6 +709,7 @@ creatura.register_utility("animalia:eat_from_turf", function(self)
local action_init = false
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local look_dir = yaw2dir(self.object:get_yaw())
local under = vec_add(pos, vec_multi(look_dir, self.width))
under.y = pos.y - 0.5
@ -845,6 +766,7 @@ end)
creatura.register_utility("animalia:eat_bug_nodes", function(self)
local timer = 0.2
local pos = self.object:get_pos()
if not pos then return end
local food = minetest.find_nodes_in_area(vec_sub(pos, 1.5), vec_add(pos, 1.5), self.follow)
local function func(self)
pos = self.object:get_pos()
@ -898,6 +820,7 @@ creatura.register_utility("animalia:swim_to_land", function(self)
end
if tpos then
local pos = self.object:get_pos()
if not pos then return end
local yaw = self.object:get_yaw()
local tyaw = minetest.dir_to_yaw(vec_dir(pos, tpos))
if abs(tyaw - yaw) > 0.1 then
@ -941,6 +864,7 @@ creatura.register_utility("animalia:flee_from_player", function(self, player, ra
local target_alive, line_of_sight, tpos = self:get_target(player)
if not target_alive then return true end
local pos = self.object:get_pos()
if not pos then return end
local dir = vec_dir(pos, tpos)
local escape_pos = vec_add(pos, vec_multi(vec_add(dir, {x = random(-10, 10) * 0.1, y = 0, z = random(-10, 10) * 0.1}), -3))
if not self:get_action() then
@ -973,6 +897,7 @@ creatura.register_utility("animalia:boid_flee_from_player", function(self, playe
local target_alive, line_of_sight, tpos = self:get_target(player)
if not target_alive then return true end
local pos = self.object:get_pos()
if not pos then return end
local dir = vec_dir(pos, tpos)
local escape_pos = vec_add(pos, vec_multi(vec_add(dir, {x = random(-10, 10) * 0.1, y = 0, z = random(-10, 10) * 0.1}), -3))
if not self:get_action() then
@ -995,6 +920,7 @@ end)
creatura.register_utility("animalia:flee_to_water", function(self)
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local water = minetest.find_nodes_in_area_under_air(vec_sub(pos, 3), vec_add(pos, 3), {"default:water_source"})
if water[1]
and vec_dist(pos, water[1]) < 0.5 then
@ -1020,6 +946,7 @@ creatura.register_utility("animalia:follow_player", function(self, player, force
return true
end
local pos = self.object:get_pos()
if not pos then return end
local dist = vec_dist(pos, tpos)
if dist > self.tracking_range then
return true
@ -1050,6 +977,7 @@ creatura.register_utility("animalia:sporadic_flee", function(self)
end
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local random_goal = {
x = pos.x + random(-4, 4),
y = pos.y,
@ -1088,6 +1016,7 @@ creatura.register_utility("animalia:mammal_breed", function(self)
return true
end
local pos = self:get_center_pos()
if not pos then return end
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - abs(self:get_hitbox(self)[4])
if dist < 1.75 then
@ -1129,6 +1058,7 @@ creatura.register_utility("animalia:horse_breed", function(self)
return true
end
local pos = self:get_center_pos()
if not pos then return end
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - abs(self:get_hitbox(self)[4])
if dist < 1.75 then
@ -1179,6 +1109,7 @@ creatura.register_utility("animalia:bird_breed", function(self)
return true
end
local pos = self:get_center_pos()
if not pos then return end
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - abs(self:get_hitbox(self)[4])
if dist < 1.75 then
@ -1240,6 +1171,7 @@ creatura.register_utility("animalia:attack", function(self, target, group)
return true
end
local pos = self.object:get_pos()
if not pos then return end
local dist = vec_dist(pos, tpos)
if not self:get_action() then
if punch_init then return true end
@ -1288,6 +1220,7 @@ creatura.register_utility("animalia:aerial_flock", function(self, scale)
or (dist2floor < 2
or dist2ceil < 2) then
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self:get_wander_pos_3d(1, range)
if dist2ceil < 2 then
pos2.y = pos.y - 1
@ -1328,6 +1261,7 @@ creatura.register_utility("animalia:aerial_swarm", function(self, scale)
or (dist2floor < 2
or dist2ceil < 2) then
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self:get_wander_pos_3d(1, 3)
if dist2floor < 2 then
pos2.y = pos.y + 1
@ -1349,6 +1283,7 @@ creatura.register_utility("animalia:land", function(self, scale)
if node and get_node_def(node.name).drawtype == "liquid" then self.is_landed = false return true end
if not self:get_action() then
local pos = self.object:get_pos()
if not pos then return end
local offset = random(2 * scale, 3 * scale)
if random(2) < 2 then
offset = offset * -1
@ -1370,6 +1305,7 @@ creatura.register_utility("animalia:return_to_nest", function(self)
local function func(self)
if not self.home_position then return true end
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self.home_position
local dist = vec_dist(pos, {x = pos2.x, y = pos.y, z = pos2.z})
if dist < 4
@ -1389,6 +1325,7 @@ end)
creatura.register_utility("animalia:schooling", function(self)
local pos = self.object:get_pos()
if not pos then return end
local water = minetest.find_nodes_in_area(vector.subtract(pos, 5), vector.add(pos, 5), {"group:water"})
local function func(self)
if not self:get_action() then
@ -1433,6 +1370,7 @@ creatura.register_utility("animalia:die", function(self)
timer = timer - self.dtime
if timer <= 0 then
local pos = self.object:get_pos()
if not pos then return end
minetest.add_particlespawner({
amount = 8,
time = 0.25,
@ -1467,6 +1405,7 @@ end)
creatura.register_utility("animalia:find_and_break_glass_vessels", function(self)
local timer = 12
local pos = self.object:get_pos()
if not pos then return end
local pos2 = nil
local nodes = minetest.find_nodes_in_area(
vector.subtract(pos, 8),
@ -1506,6 +1445,7 @@ creatura.register_utility("animalia:walk_ahead_of_player", function(self, player
return true
end
local pos = self.object:get_pos()
if not pos then return end
local tpos = player:get_pos()
local dir = player:get_look_dir()
tpos.x = tpos.x + dir.x
@ -1537,6 +1477,7 @@ creatura.register_utility("animalia:return_to_home", function(self)
local function func(self)
if not self.home_position then return true end
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self.home_position
local dist = vec_dist(pos, pos2)
if dist < 2 then
@ -1557,6 +1498,7 @@ creatura.register_utility("animalia:find_home", function(self)
local init = false
local tpos = nil
local pos = self.object:get_pos()
if not pos then return end
local range = self.tracking_range
local ceiling = get_ceiling_positions(pos, range / 2)
local iter = 1
@ -1568,7 +1510,7 @@ creatura.register_utility("animalia:find_home", function(self)
end
pos = self.object:get_pos()
if not self:get_action() then
local pos2 = get_wander_pos_3d(self, range)
local pos2 = self:get_wander_pos_3d(1, range)
local dist2floor = creatura.sensor_floor(self, 5, true)
local dist2ceil = creatura.sensor_ceil(self, 5, true)
if dist2floor < 4 then