From 076e8423ae50ce16fb0d1f5f0b4edf9a3644076f Mon Sep 17 00:00:00 2001 From: Jordan Leppert Date: Mon, 21 Feb 2022 16:50:08 +0000 Subject: [PATCH] Movement Improvements Pathfinding movement functions for A* and theta have been combined into one generic function. Ensure next goal is always set if there is a valid path. Checking if mob has reached the next goal improved - now works no matter the mob height, and the height of the node below the goal. mob:pos_in_box now can take a size param that is a table. Using this to add stepheight to the box height, to fix issues with mobs stepping up onto next node before hitting the goal. Mobs now won't overshoot their goal, if they're very close to it (less than mob width) their speed reduces. The more a mob is turning, the less forward velocity it has. This should fix spinning a lot. mob:pos_in_box now can take a size param that is a table, containing the separate width and height. pathfinding.moveable no longer pads an extra 0.2 around the width of mob when checking if there is sufficient space for the mob. pathfinding.get_neighbors now uses max_fall for the maximum distance we can go down, instead of stepheight. --- methods.lua | 129 ++++++++++++++++++++++--------------------------- mob_meta.lua | 17 +++++-- pathfinder.lua | 10 ++-- 3 files changed, 75 insertions(+), 81 deletions(-) diff --git a/methods.lua b/methods.lua index 502cabb..0fcd82c 100644 --- a/methods.lua +++ b/methods.lua @@ -14,12 +14,12 @@ local function diff(a, b) -- Get difference between 2 angles end local function clamp(val, min, max) - if val < min then - val = min - elseif max < val then - val = max - end - return val + if val < min then + val = min + elseif max < val then + val = max + end + return val end local function vec_center(v) @@ -104,26 +104,26 @@ end -- Rotate on Z axis in random direction until 90 degree angle is reached function creatura.action_fallover(self) - local zrot = 0 - local init = false + local zrot = 0 + local init = false local dir = 1 - local function func(self) - if not init then - self:animate("stand") + local function func(self) + if not init then + self:animate("stand") if random(2) < 2 then dir = -1 end - init = true - end - local rot = self.object:get_rotation() + init = true + end + local rot = self.object:get_rotation() local goal = (pi * 0.5) * dir local dif = abs(rot.z - goal) zrot = rot.z + (dif * dir) * 0.15 - self.object:set_rotation({x = rot.x, y = rot.y, z = zrot}) - if (dir > 0 and zrot >= goal) + self.object:set_rotation({x = rot.x, y = rot.y, z = zrot}) + if (dir > 0 and zrot >= goal) or (dir < 0 and zrot <= goal) then return true end - end - self:set_action(func) + end + self:set_action(func) end ---------------------- @@ -164,26 +164,40 @@ function get_line_of_sight(a, b) return true end -local function movement_theta_pathfind(self, pos2, speed) +local function get_goal_pos(self, goal) + local node_name = minetest.get_node(vec_raise(goal, -1)).name + local node_height = creatura.get_node_height(node_name) - 1 + return vector.new(goal.x, goal.y + node_height, goal.z) +end + +local function movement_generic_pathfind(self, method, pos2, speed) local pos = self.object:get_pos() + self._path = self._path or {} - local temp_goal = self._movement_data.temp_goal - if not temp_goal - or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then - self._movement_data.temp_goal = creatura.get_next_move(self, pos2) - temp_goal = self._movement_data.temp_goal - end - if #self._path < 1 then - self._path = creatura.find_theta_path(self, self.object:get_pos(), pos2, self.width, self.height, 500) or {} + local temp_goal + if #self._path == 0 then + self._path = method(self, self.object:get_pos(), pos2, self.width, self.height, 500) or {} + if #self._path > 0 then + temp_goal = self._path[1] + else + temp_goal = creatura.get_next_move(self, pos2) + end else - temp_goal = self._path[2] or self._path[1] - if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then + temp_goal = self._path[1] + if self:pos_in_box(get_goal_pos(self, temp_goal)) then table.remove(self._path, 1) + if #self._path > 0 then + temp_goal = self._path[1] + else + temp_goal = nil + end end end + local dir = vector.direction(self.object:get_pos(), pos2) local tyaw = minetest.dir_to_yaw(dir) local turn_rate = self.turn_rate or 10 + local advance = speed or 2 if temp_goal then dir = vector.direction(self.object:get_pos(), temp_goal) tyaw = minetest.dir_to_yaw(dir) @@ -194,59 +208,33 @@ local function movement_theta_pathfind(self, pos2, speed) self:halt() return end + local goal_dist = vector.distance(vector.new(pos.x, 0, pos.z), vector.new(temp_goal.x, 0, temp_goal.z)) + if goal_dist < advance / 10 then + advance = math.min(advance, goal_dist * 10) + end end self:turn_to(tyaw, turn_rate) self:animate("walk") self:set_gravity(-9.8) - self:set_forward_velocity(speed or 2) - if self:pos_in_box(pos2) then + + -- The more we're turning, the less we should be moving forward + local turn_amount = math.min(self.dtime * turn_rate, abs(tyaw - self.object:get_yaw()) % pi2) / (self.dtime * turn_rate) + advance = advance * (1 - turn_amount) + self:set_forward_velocity(advance) + + if self:pos_in_box(get_goal_pos(self, pos2)) then self:halt() end end +local function movement_theta_pathfind(self, pos2, speed) + return movement_generic_pathfind(self, creatura.find_theta_path, pos2, speed) +end creatura.register_movement_method("creatura:theta_pathfind", movement_theta_pathfind) local function movement_pathfind(self, pos2, speed) - local pos = self.object:get_pos() - local temp_goal = self._movement_data.temp_goal - self._path = self._path or {} - if (not temp_goal - or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z})) - and #self._path < 1 then - self._movement_data.temp_goal = creatura.get_next_move(self, pos2) - temp_goal = self._movement_data.temp_goal - end - if #self._path < 2 then - self._path = creatura.find_path(self, self.object:get_pos(), pos2, self.width, self.height, 100) or {} - else - temp_goal = self._path[2] - if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then - table.remove(self._path, 1) - end - end - local dir = vector.direction(self.object:get_pos(), pos2) - local tyaw = minetest.dir_to_yaw(dir) - local turn_rate = self.turn_rate or 10 - if temp_goal then - dir = vector.direction(self.object:get_pos(), temp_goal) - tyaw = minetest.dir_to_yaw(dir) - if #self._path < 2 - and not self:is_pos_safe(temp_goal) then - self:animate("walk") - self:set_forward_velocity(0) - self:halt() - return - end - end - self:turn_to(tyaw, turn_rate) - self:animate("walk") - self:set_gravity(-9.8) - self:set_forward_velocity(speed or 2) - if self:pos_in_box(pos2) then - self:halt() - end + return movement_generic_pathfind(self, creatura.find_path, pos2, speed) end - creatura.register_movement_method("creatura:pathfind", movement_pathfind) -- Obstacle Avoidance @@ -379,4 +367,3 @@ local function movement_neighbors(self, pos2, speed) end creatura.register_movement_method("creatura:neighbors", movement_neighbors) - diff --git a/mob_meta.lua b/mob_meta.lua index a8bcb2b..54a7c7b 100644 --- a/mob_meta.lua +++ b/mob_meta.lua @@ -268,12 +268,19 @@ end function mob:pos_in_box(pos, size) if not pos then return false end local center = self:get_center_pos() - local width = size or self.width - local height = size or (self.height * 0.5) - if not size - and self.width < 0.5 then - width = 0.5 + + local width = math.max(self.width, 0.5) + local height = (self.height * 0.5) + if size then + if type(size) == "table" then + width = size[1] + height = size[2] + else + width = size + height = size + end end + local edge_a = { x = center.x - width, y = center.y - height, diff --git a/pathfinder.lua b/pathfinder.lua index 6461ce6..0360a44 100644 --- a/pathfinder.lua +++ b/pathfinder.lua @@ -20,14 +20,14 @@ end local function moveable(pos, width, height) local pos1 = { - x = pos.x - (width + 0.2), + x = pos.x - width, y = pos.y, - z = pos.z - (width + 0.2), + z = pos.z - width, } local pos2 = { - x = pos.x + (width + 0.2), + x = pos.x + width, y = pos.y, - z = pos.z + (width + 0.2), + z = pos.z + width, } for z = pos1.z, pos2.z do for x = pos1.x, pos2.x do @@ -141,7 +141,7 @@ local function get_neighbors(self, pos, goal, swim, fly, climb, tbl, open, close local height = self.height local result = {} local max_up = self.stepheight or 1 - local max_down = self.stepheight or 1 + local max_down = self.max_fall or 1 local node_name = minetest.get_node(pos).name -- Get the height of the node collision box (and of its node box, if different)