Vital function fixes, CBS improvements

This commit is contained in:
ElCeejo 2023-01-14 00:11:45 -08:00
parent eaa8f8432b
commit 17ad38fd4b
2 changed files with 321 additions and 272 deletions

View file

@ -48,154 +48,66 @@ end]]
-- Local Utilities --
---------------------
--[[local function raycast(pos1, pos2, liquid)
local ray = minetest.raycast(pos1, pos2, false, liquid or false)
local col = ray:next()
while col do
if col.type == "node"
and creatura.get_node_def(col.under).walkable then
return col
end
col = ray:next()
end
end]]
--[[local function get_collision(self, yaw)
local width = self.width
local height = self.height
local total_height = height + self.stepheight
local pos = self.object:get_pos()
if not pos then return end
pos.y = pos.y + 0.1
local speed = abs(vec_len(self.object:get_velocity()))
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), (width + 0.5) * ((speed > 1 and speed) or 1)))
-- Localize for performance
local pos_x, pos_z = pos.x, pos.z
local pos2_x, pos2_z = pos2.x, pos2.z
for x = -width, width, width / ceil(width) do
local step_flag = false
for y = 0, total_height, total_height / ceil(total_height) do
if y > height
and not step_flag then -- if we don't have to step up, no need to check if step is clear
break
end
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 = raycast(vec1, vec2, true)
if ray then
if y > (self.stepheight or 1.1)
or y > height then
return true, ray.intersection_point
else
step_flag = true
end
end
end
end
return false
end]]
local get_node_def = creatura.get_node_def
--local get_node_height = creatura.get_node_height_from_def
function creatura.get_collision_ranged(self, dir, range, water)
function creatura.get_collision(self, dir, range)
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
if not pos then return end
local width = self.width + 0.1
local height = self.height + self.stepheight
pos.y = pos.y + 0.01
local width, height = self.width, self.height
local y_offset = math.min(height, self.stepheight)
local center_y = pos.y + height * 0.5
dir = vec_normal(dir or yaw2dir(yaw))
yaw = dir2yaw(dir)
local outset = math.floor(width)
if outset < 0.5 then outset = 0.5 end
local ahead = vec_add(pos, vec_multi(dir, outset))
local height_half = self.height * 0.5
local center_y = pos.y + height_half
-- Loop
local n_def
pos = {
x = pos.x + dir.x * width,
y = pos.y + y_offset,
z = pos.z + dir.z * width
}
local cos_yaw = cos(yaw)
local sin_yaw = sin(yaw)
local pos_x, pos_y, pos_z = ahead.x, ahead.y, ahead.z
local pos_x, pos_y, pos_z = pos.x, pos.y, pos.z
local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
local danger = 0
local pos2
local pos2_def
local collision
local danger = 0
for _ = 0, range or 4 do
pos_x = pos_x + dir_x
pos_y = pos_y + dir_y
pos_z = pos_z + dir_z
local pos2
for x = -width, width, width / ceil(width) do
pos2 = {
x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
y = pos_y,
z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
}
local step_flag = false
for y = 0, height, height / ceil(height) do
if y > self.height
and not step_flag then
break
end
local height_step = height / ceil(height)
for y = height, 0, -height_step do
pos2.y = pos_y + y
n_def = get_node_def(pos2)
if n_def.walkable
or (water and (n_def.groups.liquid or 0) > 0) then
if pos2.y - pos_y > (self.stepheight or 1.1) then
local dist_dngr = (height_half - abs(center_y - pos2.y)) / height_half
local field_dngr = vec_dot(dir, vec_normal(vec_dir(pos, pos2)))
local ttl_dngr = dist_dngr + field_dngr
if ttl_dngr > danger then
danger = ttl_dngr
collision = pos2
end
else
step_flag = true
pos2_def = creatura.get_node_def(pos2)
if pos2_def.walkable then
local dist_score = ((height * 0.5) - abs(center_y - pos2.y)) / (height * 0.5)
local dot_score = vec_dot(dir, vec_dir(pos, pos2))
local total_score = dist_score + dot_score
if total_score > danger then
danger = total_score
collision = pos2
end
end
end
end
if collision then return true, collision end
if collision then return collision end
end
return false
end
function creatura.get_collision(self)
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
if not pos then return end
local width = self.width
local height = self.height
pos.y = pos.y + 0.01
local m_dir = vec_normal(yaw2dir(yaw))
local ahead = vec_add(pos, vec_multi(m_dir, width + 1)) -- 1 node out from edge of box
-- Loop
local cos_yaw = cos(yaw)
local sin_yaw = sin(yaw)
local pos_x, pos_z = ahead.x, ahead.z
for x = -width, width, width / ceil(width) do
local pos2 = {
x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
y = pos.y,
z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
}
for y = 0, height, height / ceil(height) do
pos2.y = pos.y + y
if pos2.y - pos.y > (self.stepheight or 1.1)
and get_node_def(pos2).walkable then
return true, pos2
end
end
end
return false
end
creatura.get_collision_ranged = creatura.get_collision
local get_collision = creatura.get_collision
@ -215,65 +127,6 @@ local function get_avoidance_dir(self)
end
end
local steer_directions = {
vec_normal({x = 1, y = 0, z = 0}),
vec_normal({x = 1, y = 0, z = 1}),
vec_normal({x = 0, y = 0, z = 1}),
vec_normal({x = -1, y = 0, z = 0}),
vec_normal({x = -1, y = 0, z = -1}),
vec_normal({x = 0, y = 0, z = -1}),
vec_normal({x = 1, y = 0, z = -1}),
vec_normal({x = -1, y = 0, z = 1})
}
--[[function creatura.get_context_steering(self, goal, range)
local pos, vel = self.object:get_pos(), self.object:get_velocity()
if not pos then return end
local heading = vec_normal(vel)
local dir2goal = vec_normal(vec_dir(pos, goal))
local output_dir = {x = 0, y = dir2goal.y, z = 0}
range = range or 8
if range < 2 then range = 2 end
for _, _dir in ipairs(steer_directions) do
local dir = table.copy(_dir)
local score = vec_dot(dir2goal, dir)
local interest = clamp(score, 0, 1)
local danger = 0
if interest >= 0 then
local width = self.width
local height = self.height
local collision
if width <= 0.5
and height <= 1 then
local pos2 = vec_add(pos, dir)
local pos2_name = minetest.get_node(pos2).name
collision = get_node_height(pos2_name) > self.stepheight and pos2
if not collision then
local above = {x = pos2.x, y = pos2.y + 1, z = pos2.z}
collision = get_node_def(above).walkable and pos2
end
else
local s_range = range * clamp(interest, 0.5, 1)
_, collision = creatura.get_collision_ranged(self, dir, s_range)
end
if collision then
local dir2col = vec_dir(pos, collision)
local dist2col = vec_dist(pos, collision) - self.width
local ahead = vec_add(pos, vec_multi(heading, self.width + dist2col))
local avd_force = vec_normal(vec_sub(ahead, collision))
dir.y = avd_force.y / 4
local dot_weight = vec_dot(vec_normal(dir2col), dir2goal)
local dist_weight = (range - dist2col) / range
interest = interest - dot_weight
danger = dist_weight
end
end
score = clamp(interest - danger, 0, 1)
output_dir = vector.add(output_dir, vector.multiply(dir, score))
end
return output_dir
end]]
local function get_collision_single(pos, water)
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
local n_def = get_node_def(pos2)
@ -293,7 +146,151 @@ local function get_collision_single(pos, water)
end
end
----------------------------
-- Context Based Steering --
----------------------------
local steer_directions = {
vec_normal({x = 1, y = 0, z = 0}),
vec_normal({x = 1, y = 0, z = 1}),
vec_normal({x = 0, y = 0, z = 1}),
vec_normal({x = -1, y = 0, z = 0}),
vec_normal({x = -1, y = 0, z = -1}),
vec_normal({x = 0, y = 0, z = -1}),
vec_normal({x = 1, y = 0, z = -1}),
vec_normal({x = -1, y = 0, z = 1})
}
-- Context Methods
function creatura.get_context_default(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
local width, height = self.width, self.height
local y_offset = math.min(self.stepheight or height)
pos.y = pos.y + y_offset
local collision
local ray = minetest.raycast(pos, vec_add(pos, vec_multi(steer_dir, width + range)), false, false)
local pointed = ray:next()
if pointed
and pointed.type == "node"
and creatura.get_node_def(pointed.under).walkable then
collision = pointed.under
end
if collision then
local dir2goal = vec_normal(vec_dir(pos, goal))
local dir2col = vec_normal(vec_dir(pos, collision))
local dist2col = vec_dist(pos, collision) - 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
function creatura.get_context_large(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
local width, height = self.width, self.height
local y_offset = math.min(self.stepheight or height)
pos.y = pos.y + y_offset
local collision = creatura.get_collision(self, steer_dir, range)
if collision then
local dir2goal = vec_normal(vec_dir(pos, goal))
local dir2col = vec_normal(vec_dir(pos, collision))
local dist2col = vec_dist(pos, collision) - 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
function creatura.get_context_small(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
pos = vector.round(pos)
local width = self.width
local collision = get_collision_single(vec_add(pos, steer_dir))
if collision then
local dir2goal = vec_normal(vec_dir(pos, goal))
local dir2col = vec_normal(vec_dir(pos, collision))
local dist2col = vec_dist(pos, collision) - 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
function creatura.get_context_small_aquatic(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
pos = vector.round(pos)
local width = self.width
local collision = get_collision_single(vec_add(pos, steer_dir), true)
if collision then
local dir2goal = vec_normal(vec_dir(pos, goal))
local dir2col = vec_normal(vec_dir(pos, collision))
local dist2col = vec_dist(pos, collision) - 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
-- Calculate Steering
function creatura.calc_steering(self, goal, get_context, range)
if not goal then return end
get_context = get_context or creatura.get_context_default
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
if not pos or not yaw then return end
range = math.max(range or 2, 2)
local dir2goal = vec_normal(vec_dir(pos, goal))
local output_dir = {x = 0, y = dir2goal.y, z = 0}
-- Cached variables
local dir
for _, _dir in ipairs(steer_directions) do
dir = {x = _dir.x, y = dir2goal.y, z = _dir.z}
local score = vec_dot(dir2goal, dir)
local interest = clamp(score, 0, 1)
local danger = 0
if interest > 0 then -- Direction is within 90 degrees of goal
interest, danger = get_context(self, goal, dir, interest, danger, range)
end
score = interest - danger
output_dir = vector.add(output_dir, vector.multiply(dir, score))
end
return vec_normal(output_dir)
end
-- DEPRECATED
function creatura.get_context_steering(self, goal, range, water)
local context = creatura.get_context_default
local width, height = self.width, self.height
if width > 0.5
or height > 1 then
context = creatura.get_context_large
elseif water then
context = creatura.get_context_small_aquatic
end
return creatura.calc_steering(self, goal, context, range)
end
--[[function creatura.get_context_steering(self, goal, range, water)
if not goal then return end
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
if not pos or not yaw then return end
@ -333,7 +330,7 @@ function creatura.get_context_steering(self, goal, range, water)
end
return vec_normal(output_dir)
end
]]
-------------
-- Actions --
-------------
@ -433,62 +430,6 @@ local function trim_path(pos, path)
return path
end
creatura.register_movement_method("creatura:pathfind", function(self)
local path = {}
local box = clamp(self.width, 0.5, 1.5)
local trimmed = false
local init_path = false
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
self:set_gravity(-9.8)
-- Get movement direction
local steer_to = get_avoidance_dir(self, goal)
local goal_dir = vec_dir(pos, goal)
if steer_to
and not init_path then
goal_dir = steer_to
init_path = true
end
if init_path
and #path < 2 then
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
end
if #path > 1 then
if not trimmed then
path = trim_path(pos, path)
trimmed = true
if #path < 2 then return end
end
goal_dir = vec_dir(pos, path[2])
if vec_dist(vector.round(pos), creatura.get_ground_level(path[1], 1)) < box then
table.remove(path, 1)
end
end
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25
or steer_to then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
if yaw_diff > 0.1 then
_self:turn_to(goal_yaw, turn_rate)
end
end
return func
end)
creatura.register_movement_method("creatura:theta_pathfind", function(self)
local path = {}
local box = clamp(self.width, 0.5, 1.5)
@ -536,7 +477,108 @@ creatura.register_movement_method("creatura:theta_pathfind", function(self)
return func
end)
-- Obstacle Avoidance
creatura.register_movement_method("creatura:pathfind", function(self)
local path = {}
local steer_to
local steer_int = 0
self:set_gravity(-9.8)
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 = abs(_self.turn_rate or 5)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
steer_int = (not steer_to and steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
if steer_to then
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
if #path > 0 then
steer_to = vec_dir(pos, path[2] or path[1])
end
end
-- Apply Movement
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
_self:set_forward_velocity(speed)
end
return func
end)
-- Steering
creatura.register_movement_method("creatura:steer_small", function(self)
local steer_to
local steer_int = 0
self:set_gravity(-9.8)
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 = abs(_self.turn_rate or 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 / math.max(speed, 1)
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
-- Apply Movement
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
_self:set_forward_velocity(speed)
end
return func
end)
creatura.register_movement_method("creatura:steer_large", function(self)
local steer_to
local steer_int = 0
self:set_gravity(-9.8)
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 = abs(_self.turn_rate or 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 / math.max(speed, 1)
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal, creatura.get_context_large)) or steer_to
-- Apply Movement
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
_self:set_forward_velocity(speed)
end
return func
end)
-- Deprecated
creatura.register_movement_method("creatura:context_based_steering", function(self)
local steer_to
local steer_int = 0
self:set_gravity(-9.8)
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 = abs(_self.turn_rate or 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 / math.max(speed, 1)
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal, creatura.get_context_large)) or steer_to
-- Apply Movement
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
_self:set_forward_velocity(speed)
end
return func
end)
creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
local box = clamp(self.width, 0.5, 1.5)
@ -573,25 +615,4 @@ creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
return func
end)
creatura.register_movement_method("creatura:context_based_steering", function(self)
local steer_to
local steer_timer = 0.25
self:set_gravity(-9.8)
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
steer_timer = (steer_timer > 0 and steer_timer - self.dtime) or 0.25
steer_to = (steer_timer <= 0 and creatura.get_context_steering(self, goal, 3)) or steer_to
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Apply Movement
_self:set_forward_velocity(speed)
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
end
return func
end)

View file

@ -420,16 +420,42 @@ end
-- Set mobs animation (if specified animation isn't already playing)
function mob:animate(animation)
if not animation
or not self.animations[animation] then return end
function mob:animate(animation, transition)
if not animation then return end
local transition_data = self._anim_transition or {}
if transition_data.child then
local parent, child = transition_data.parent, transition_data.child
local timer = transition_data.timer
if animation == parent
and transition == child then
timer = (timer > 0 and timer - self.dtime) or 0
transition_data.timer = timer
if timer <= 0 then
animation = child
transition_data = {}
end
end
else
transition_data = {}
end
self._anim_transition = transition_data
if not self.animations[animation] then return end
if not self._anim
or self._anim ~= animation then
local anim = self.animations[animation]
if anim[2] then anim = anim[random(#anim)] end
self.object:set_animation(anim.range, anim.speed, anim.frame_blend, anim.loop)
self._anim = animation
if transition then
local anim_length = (anim.range.y - anim.range.x) / anim.speed
self._anim_transition = {
parent = animation,
child = transition,
timer = anim_length
}
end
end
return animation
end
-- Set texture to variable at 'id' index in 'tbl' or 'textures'
@ -1197,22 +1223,24 @@ function mob:_vitals()
end
if self:timer(1) then
local stand_def = creatura.get_node_def(node.name)
if not self.max_breath
or self.max_breath > 0 then
local max_breath = self.max_breath
if not max_breath
or max_breath > 0 then
local breath = self._breath or max_breath
local head_pos = vec_raise(pos, self.height - 0.01)
local head_node = minetest.get_node(head_pos)
if minetest.get_item_group(head_node.name, "liquid") > 0
or creatura.get_node_def(head_node.name).walkable then
if self._breath <= 0 then
local head_def = creatura.get_node_def(head_pos)
if minetest.get_item_group(head_def.name, "liquid") > 0
or (head_def.walkable
and head_def.drawtype == "normal") then
if breath <= 0 then
damage = (damage or 0) + 1
else
self._breath = self._breath - 1
self:memorize("_breath", self._breath)
breath = breath - 1
end
else
self._breath = self._breath + 1
self:memorize("_breath", self._breath)
breath = (breath < max_breath and breath + 1) or max_breath
end
self._breath = self:memorize("_breath", breath)
end
if (not self.fire_resistance
or self.fire_resistance < 1)
@ -1253,7 +1281,7 @@ function creatura.register_mob(name, def)
if def.static_save ~= false then
def.static_save = true
end
def.collisionbox = hitbox
def.collisionbox = def.collisionbox or hitbox
def._creatura_mob = true
def.sounds = def.sounds or {}