mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-03-15 04:11:24 +00:00
Vital function fixes, CBS improvements
This commit is contained in:
parent
eaa8f8432b
commit
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2 changed files with 321 additions and 272 deletions
537
methods.lua
537
methods.lua
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@ -48,154 +48,66 @@ end]]
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-- Local Utilities --
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---------------------
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--[[local function raycast(pos1, pos2, liquid)
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local ray = minetest.raycast(pos1, pos2, false, liquid or false)
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local col = ray:next()
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while col do
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if col.type == "node"
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and creatura.get_node_def(col.under).walkable then
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return col
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end
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col = ray:next()
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end
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end]]
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--[[local function get_collision(self, yaw)
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local width = self.width
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local height = self.height
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local total_height = height + self.stepheight
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local pos = self.object:get_pos()
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if not pos then return end
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pos.y = pos.y + 0.1
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local speed = abs(vec_len(self.object:get_velocity()))
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local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), (width + 0.5) * ((speed > 1 and speed) or 1)))
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-- Localize for performance
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local pos_x, pos_z = pos.x, pos.z
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local pos2_x, pos2_z = pos2.x, pos2.z
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for x = -width, width, width / ceil(width) do
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local step_flag = false
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for y = 0, total_height, total_height / ceil(total_height) do
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if y > height
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and not step_flag then -- if we don't have to step up, no need to check if step is clear
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break
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end
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local vec1 = {
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x = cos(yaw) * ((pos_x + x) - pos_x) + pos_x,
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y = pos.y + y,
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z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
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}
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local vec2 = {
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x = cos(yaw) * ((pos2_x + x) - pos2_x) + pos2_x,
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y = vec1.y,
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z = sin(yaw) * ((pos2_x + x) - pos2_x) + pos2_z
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}
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local ray = raycast(vec1, vec2, true)
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if ray then
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if y > (self.stepheight or 1.1)
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or y > height then
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return true, ray.intersection_point
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else
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step_flag = true
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end
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end
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end
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end
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return false
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end]]
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local get_node_def = creatura.get_node_def
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--local get_node_height = creatura.get_node_height_from_def
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function creatura.get_collision_ranged(self, dir, range, water)
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function creatura.get_collision(self, dir, range)
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local pos, yaw = self.object:get_pos(), self.object:get_yaw()
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if not pos then return end
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local width = self.width + 0.1
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local height = self.height + self.stepheight
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pos.y = pos.y + 0.01
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local width, height = self.width, self.height
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local y_offset = math.min(height, self.stepheight)
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local center_y = pos.y + height * 0.5
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dir = vec_normal(dir or yaw2dir(yaw))
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yaw = dir2yaw(dir)
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local outset = math.floor(width)
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if outset < 0.5 then outset = 0.5 end
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local ahead = vec_add(pos, vec_multi(dir, outset))
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local height_half = self.height * 0.5
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local center_y = pos.y + height_half
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-- Loop
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local n_def
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pos = {
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x = pos.x + dir.x * width,
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y = pos.y + y_offset,
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z = pos.z + dir.z * width
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}
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local cos_yaw = cos(yaw)
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local sin_yaw = sin(yaw)
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local pos_x, pos_y, pos_z = ahead.x, ahead.y, ahead.z
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local pos_x, pos_y, pos_z = pos.x, pos.y, pos.z
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local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
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local danger = 0
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local pos2
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local pos2_def
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local collision
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local danger = 0
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for _ = 0, range or 4 do
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pos_x = pos_x + dir_x
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pos_y = pos_y + dir_y
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pos_z = pos_z + dir_z
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local pos2
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for x = -width, width, width / ceil(width) do
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pos2 = {
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x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
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y = pos_y,
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z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
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}
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local step_flag = false
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for y = 0, height, height / ceil(height) do
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if y > self.height
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and not step_flag then
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break
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end
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local height_step = height / ceil(height)
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for y = height, 0, -height_step do
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pos2.y = pos_y + y
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n_def = get_node_def(pos2)
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if n_def.walkable
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or (water and (n_def.groups.liquid or 0) > 0) then
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if pos2.y - pos_y > (self.stepheight or 1.1) then
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local dist_dngr = (height_half - abs(center_y - pos2.y)) / height_half
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local field_dngr = vec_dot(dir, vec_normal(vec_dir(pos, pos2)))
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local ttl_dngr = dist_dngr + field_dngr
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if ttl_dngr > danger then
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danger = ttl_dngr
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collision = pos2
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end
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else
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step_flag = true
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pos2_def = creatura.get_node_def(pos2)
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if pos2_def.walkable then
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local dist_score = ((height * 0.5) - abs(center_y - pos2.y)) / (height * 0.5)
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local dot_score = vec_dot(dir, vec_dir(pos, pos2))
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local total_score = dist_score + dot_score
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if total_score > danger then
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danger = total_score
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collision = pos2
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end
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end
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end
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end
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if collision then return true, collision end
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if collision then return collision end
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end
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return false
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end
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function creatura.get_collision(self)
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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if not pos then return end
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local width = self.width
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local height = self.height
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pos.y = pos.y + 0.01
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local m_dir = vec_normal(yaw2dir(yaw))
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local ahead = vec_add(pos, vec_multi(m_dir, width + 1)) -- 1 node out from edge of box
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-- Loop
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local cos_yaw = cos(yaw)
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local sin_yaw = sin(yaw)
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local pos_x, pos_z = ahead.x, ahead.z
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for x = -width, width, width / ceil(width) do
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local pos2 = {
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x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
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y = pos.y,
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z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
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}
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for y = 0, height, height / ceil(height) do
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pos2.y = pos.y + y
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if pos2.y - pos.y > (self.stepheight or 1.1)
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and get_node_def(pos2).walkable then
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return true, pos2
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end
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end
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end
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return false
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end
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creatura.get_collision_ranged = creatura.get_collision
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local get_collision = creatura.get_collision
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@ -215,65 +127,6 @@ local function get_avoidance_dir(self)
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end
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end
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local steer_directions = {
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vec_normal({x = 1, y = 0, z = 0}),
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vec_normal({x = 1, y = 0, z = 1}),
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vec_normal({x = 0, y = 0, z = 1}),
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vec_normal({x = -1, y = 0, z = 0}),
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vec_normal({x = -1, y = 0, z = -1}),
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vec_normal({x = 0, y = 0, z = -1}),
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vec_normal({x = 1, y = 0, z = -1}),
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vec_normal({x = -1, y = 0, z = 1})
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}
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--[[function creatura.get_context_steering(self, goal, range)
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local pos, vel = self.object:get_pos(), self.object:get_velocity()
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if not pos then return end
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local heading = vec_normal(vel)
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local output_dir = {x = 0, y = dir2goal.y, z = 0}
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range = range or 8
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if range < 2 then range = 2 end
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for _, _dir in ipairs(steer_directions) do
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local dir = table.copy(_dir)
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local score = vec_dot(dir2goal, dir)
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local interest = clamp(score, 0, 1)
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local danger = 0
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if interest >= 0 then
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local width = self.width
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local height = self.height
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local collision
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if width <= 0.5
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and height <= 1 then
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local pos2 = vec_add(pos, dir)
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local pos2_name = minetest.get_node(pos2).name
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collision = get_node_height(pos2_name) > self.stepheight and pos2
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if not collision then
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local above = {x = pos2.x, y = pos2.y + 1, z = pos2.z}
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collision = get_node_def(above).walkable and pos2
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end
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else
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local s_range = range * clamp(interest, 0.5, 1)
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_, collision = creatura.get_collision_ranged(self, dir, s_range)
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end
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if collision then
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local dir2col = vec_dir(pos, collision)
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local dist2col = vec_dist(pos, collision) - self.width
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local ahead = vec_add(pos, vec_multi(heading, self.width + dist2col))
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local avd_force = vec_normal(vec_sub(ahead, collision))
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dir.y = avd_force.y / 4
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local dot_weight = vec_dot(vec_normal(dir2col), dir2goal)
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local dist_weight = (range - dist2col) / range
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interest = interest - dot_weight
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danger = dist_weight
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end
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end
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score = clamp(interest - danger, 0, 1)
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output_dir = vector.add(output_dir, vector.multiply(dir, score))
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end
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return output_dir
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end]]
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local function get_collision_single(pos, water)
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local pos2 = {x = pos.x, y = pos.y, z = pos.z}
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local n_def = get_node_def(pos2)
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@ -293,7 +146,151 @@ local function get_collision_single(pos, water)
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end
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end
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----------------------------
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-- Context Based Steering --
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----------------------------
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local steer_directions = {
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vec_normal({x = 1, y = 0, z = 0}),
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vec_normal({x = 1, y = 0, z = 1}),
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vec_normal({x = 0, y = 0, z = 1}),
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vec_normal({x = -1, y = 0, z = 0}),
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vec_normal({x = -1, y = 0, z = -1}),
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vec_normal({x = 0, y = 0, z = -1}),
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vec_normal({x = 1, y = 0, z = -1}),
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vec_normal({x = -1, y = 0, z = 1})
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}
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-- Context Methods
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function creatura.get_context_default(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local width, height = self.width, self.height
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local y_offset = math.min(self.stepheight or height)
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pos.y = pos.y + y_offset
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local collision
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local ray = minetest.raycast(pos, vec_add(pos, vec_multi(steer_dir, width + range)), false, false)
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local pointed = ray:next()
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if pointed
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and pointed.type == "node"
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and creatura.get_node_def(pointed.under).walkable then
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collision = pointed.under
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end
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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function creatura.get_context_large(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local width, height = self.width, self.height
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local y_offset = math.min(self.stepheight or height)
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pos.y = pos.y + y_offset
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local collision = creatura.get_collision(self, steer_dir, range)
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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function creatura.get_context_small(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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pos = vector.round(pos)
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local width = self.width
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local collision = get_collision_single(vec_add(pos, steer_dir))
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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function creatura.get_context_small_aquatic(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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pos = vector.round(pos)
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local width = self.width
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local collision = get_collision_single(vec_add(pos, steer_dir), true)
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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-- Calculate Steering
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function creatura.calc_steering(self, goal, get_context, range)
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if not goal then return end
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get_context = get_context or creatura.get_context_default
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local pos, yaw = self.object:get_pos(), self.object:get_yaw()
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if not pos or not yaw then return end
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range = math.max(range or 2, 2)
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local output_dir = {x = 0, y = dir2goal.y, z = 0}
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-- Cached variables
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local dir
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for _, _dir in ipairs(steer_directions) do
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dir = {x = _dir.x, y = dir2goal.y, z = _dir.z}
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local score = vec_dot(dir2goal, dir)
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local interest = clamp(score, 0, 1)
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local danger = 0
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if interest > 0 then -- Direction is within 90 degrees of goal
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interest, danger = get_context(self, goal, dir, interest, danger, range)
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end
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score = interest - danger
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output_dir = vector.add(output_dir, vector.multiply(dir, score))
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end
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return vec_normal(output_dir)
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end
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-- DEPRECATED
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function creatura.get_context_steering(self, goal, range, water)
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local context = creatura.get_context_default
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local width, height = self.width, self.height
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if width > 0.5
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or height > 1 then
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context = creatura.get_context_large
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elseif water then
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context = creatura.get_context_small_aquatic
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end
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return creatura.calc_steering(self, goal, context, range)
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end
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--[[function creatura.get_context_steering(self, goal, range, water)
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if not goal then return end
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local pos, yaw = self.object:get_pos(), self.object:get_yaw()
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if not pos or not yaw then return end
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@ -333,7 +330,7 @@ function creatura.get_context_steering(self, goal, range, water)
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end
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return vec_normal(output_dir)
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end
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]]
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-------------
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-- Actions --
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-------------
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@ -433,62 +430,6 @@ local function trim_path(pos, path)
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return path
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end
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creatura.register_movement_method("creatura:pathfind", function(self)
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local path = {}
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local box = clamp(self.width, 0.5, 1.5)
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local trimmed = false
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local init_path = false
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local function func(_self, goal, speed_factor)
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local pos = _self.object:get_pos()
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if not pos then return end
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-- Return true when goal is reached
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if vec_dist(pos, goal) < box * 1.33 then
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_self:halt()
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return true
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end
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self:set_gravity(-9.8)
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-- Get movement direction
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local steer_to = get_avoidance_dir(self, goal)
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local goal_dir = vec_dir(pos, goal)
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if steer_to
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and not init_path then
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goal_dir = steer_to
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init_path = true
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end
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if init_path
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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)
|
||||
|
||||
|
|
56
mob_meta.lua
56
mob_meta.lua
|
@ -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 {}
|
||||
|
|
Loading…
Add table
Reference in a new issue