Obstacle Avoidance now uses steering

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ElCeejo 2022-07-04 15:27:17 -07:00 committed by GitHub
parent f4df6599ae
commit 25d14bd563
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@ -29,13 +29,14 @@ local function vec_center(v)
return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)} return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)}
end end
local vec_dist = vector.distance
local vec_dir = vector.direction local vec_dir = vector.direction
local vec_multi = vector.multiply local vec_multi = vector.multiply
local vec_add = vector.add local vec_add = vector.add
local yaw2dir = minetest.yaw_to_dir local yaw2dir = minetest.yaw_to_dir
local dir2yaw = minetest.dir_to_yaw local dir2yaw = minetest.dir_to_yaw
local function debugpart(pos, time, tex) --[[local function debugpart(pos, time, tex)
minetest.add_particle({ minetest.add_particle({
pos = pos, pos = pos,
texture = tex or "creatura_particle_red.png", texture = tex or "creatura_particle_red.png",
@ -43,20 +44,46 @@ local function debugpart(pos, time, tex)
glow = 6, glow = 6,
size = 12 size = 12
}) })
end end]]
--------------------- ---------------------
-- Local Utilities -- -- 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 function get_collision(self, yaw)
local width = self.width local width = self.width
local height = self.height local height = self.height
local total_height = height + self.stepheight
local pos = self.object:get_pos() local pos = self.object:get_pos()
pos.y = pos.y + 1 if not pos then return end
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), width + 5)) local ground = creatura.get_ground_level(pos, (self.stepheight or 2))
if ground.y > pos.y then
pos = ground
end
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), width + 3))
ground = creatura.get_ground_level(pos2, (self.stepheight or 2))
if ground.y > pos2.y then
pos2 = ground
end
for x = -width, width, width / ceil(width) do for x = -width, width, width / ceil(width) do
for y = 0, height, height / ceil(height) 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 = { local vec1 = {
x = cos(yaw) * ((pos.x + x) - pos.x) + pos.x, x = cos(yaw) * ((pos.x + x) - pos.x) + pos.x,
y = pos.y + y, y = pos.y + y,
@ -67,11 +94,14 @@ local function get_collision(self, yaw)
y = vec1.y, y = vec1.y,
z = sin(yaw) * ((pos2.x + x) - pos2.x) + pos2.z z = sin(yaw) * ((pos2.x + x) - pos2.x) + pos2.z
} }
local ray = minetest.raycast(vec1, vec2, false, true) local ray = raycast(vec1, vec2, true)
for pointed_thing in ray do if ray then
if pointed_thing local ray_pos = ray.intersection_point
and pointed_thing.type == "node" then if y > (self.stepheight or 1.1)
return true, pointed_thing.intersection_point or y > height then
return true, ray.intersection_point
else
step_flag = true
end end
end end
end end
@ -79,30 +109,14 @@ local function get_collision(self, yaw)
return false return false
end end
local function get_obstacle_avoidance(self, goal) local function get_avoidance_dir(self, goal)
local width = self.width
local height = self.height
local pos = self.object:get_pos() local pos = self.object:get_pos()
pos.y = pos.y + 1 if not pos then return end
local yaw2goal = dir2yaw(vec_dir(pos, goal)) local collide, col_pos = get_collision(self, self.object:get_yaw())
local collide, col_pos = get_collision(self, yaw2goal) if collide then
if not collide then return end local avoid_dir = vec_dir(col_pos, pos)
local avd_pos return vec_multi(avoid_dir, self.width)
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
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 end
return avd_pos
end end
------------- -------------
@ -112,7 +126,7 @@ end
-- Actions are more specific behaviors used -- Actions are more specific behaviors used
-- to compose a Utility. -- to compose a Utility.
-- Walk -- Move
function creatura.action_move(self, pos2, timeout, method, speed_factor, anim) function creatura.action_move(self, pos2, timeout, method, speed_factor, anim)
local timer = timeout or 4 local timer = timeout or 4
@ -127,7 +141,7 @@ function creatura.action_move(self, pos2, timeout, method, speed_factor, anim)
self:set_action(func) self:set_action(func)
end end
creatura.action_walk = creatura.action_move creatura.action_walk = creatura.action_move -- Support for outdated versions
-- Idle -- Idle
@ -176,55 +190,45 @@ end
-- Pathfinding -- Pathfinding
creatura.register_movement_method("creatura:pathfind", function(self, goal) creatura.register_movement_method("creatura:pathfind", function(self, goal, speed_factor)
local path = {} local path = {}
local waypoint local box = clamp(self.width, 0.5, 1.5)
local tick = 0.15
local box = clamp(self.width, 0.5, 1)
self:set_gravity(-9.8) self:set_gravity(-9.8)
local function func(self) local function func(self, goal)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
pos.y = creatura.get_ground_level(pos, 3).y
-- Return true when goal is reached -- Return true when goal is reached
if self:pos_in_box(goal, box) then if vec_dist(pos, goal) < box * 1.33 then
self:halt() self:halt()
return true return true
end end
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + box * 0.5, z = waypoint.z}, box) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction -- Get movement direction
local steer_to = get_avoidance_dir(self, goal)
local goal_dir = vec_dir(pos, goal) local goal_dir = vec_dir(pos, goal)
if waypoint then if steer then
-- There's an obstruction, time to find a path goal_dir = steer
if #path < 2 then if #path < 2 then
path = creatura.find_path(self, pos, goal, self.width, self.height, 200) or {} path = creatura.find_path(self, pos, goal, self.width, self.height, 200) or {}
else
waypoint = path[2]
if self:pos_in_box(path[1], box) then
table.remove(path, 1)
end
end end
goal_dir = vec_dir(pos, waypoint) end
debugpart(waypoint) if #path > 1 then
goal_dir = vec_dir(pos, path[2])
if vec_dist(pos, path[1]) < box then
table.remove(path, 1)
end
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir) local goal_yaw = dir2yaw(goal_dir)
local speed = abs(self.speed or 2) local speed = abs(self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(self.turn_rate or 5) local turn_rate = abs(self.turn_rate or 5)
-- Movement -- Movement
local yaw_diff = abs(diff(yaw, goal_yaw)) local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25 then if yaw_diff < pi * 0.25
or obs_avd then
self:set_forward_velocity(speed) self:set_forward_velocity(speed)
else else
self:set_forward_velocity(speed * 0.5) self:set_forward_velocity(speed * 0.33)
turn_rate = turn_rate * 1.5
end end
if yaw_diff > 0.1 then if yaw_diff > 0.1 then
self:turn_to(goal_yaw, turn_rate) self:turn_to(goal_yaw, turn_rate)
@ -233,46 +237,48 @@ creatura.register_movement_method("creatura:pathfind", function(self, goal)
return func return func
end) end)
creatura.register_movement_method("creatura:theta_pathfind", function(self, goal) creatura.register_movement_method("creatura:theta_pathfind", function(self, goal, speed_factor)
local path = {} local path = {}
local waypoint local box = clamp(self.width, 0.5, 1.5)
local tick = 0.15
local box = clamp(self.width, 0.5, 1)
self:set_gravity(-9.8) self:set_gravity(-9.8)
local function func(self) local function func(self, goal)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
tick = tick - self.dtime pos.y = creatura.get_ground_level(pos, 3).y
if tick <= 0 then -- Return true when goal is reached
if not waypoint if vec_dist(pos, goal) < box * 1.33 then
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, box) then self:halt()
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes return true
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end end
-- Get movement direction -- Get movement direction
local steer_to = get_avoidance_dir(self, goal)
local goal_dir = vec_dir(pos, goal) local goal_dir = vec_dir(pos, goal)
if waypoint then if steer then
-- There's an obstruction, time to find a path goal_dir = steer
if #path < 1 then if #path < 1 then
path = creatura.find_path(self, pos, goal, self.width, self.height, 300) or {} path = creatura.find_theta_path(self, pos, goal, self.width, self.height, 300) or {}
else end
waypoint = path[2] or path[1] end
if #path > 0 then
goal_dir = vec_dir(pos, path[2] or path[1])
if vec_dist(pos, path[1]) < box then
table.remove(path, 1)
end end
goal_dir = vec_dir(pos, waypoint)
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir) local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then local speed = abs(self.speed or 2) * speed_factor or 0.5
self:turn_to(goal_yaw, self.turn_rate or 6) 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 obs_avd then
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.33)
end end
-- Set Velocity if yaw_diff > 0.1 then
self:set_forward_velocity(self.speed or 2) self:turn_to(goal_yaw, turn_rate)
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end end
end end
return func return func
@ -280,39 +286,38 @@ end)
-- Obstacle Avoidance -- Obstacle Avoidance
creatura.register_movement_method("creatura:obstacle_avoidance", function(self, goal) creatura.register_movement_method("creatura:obstacle_avoidance", function(self, goal, speed_factor)
local waypoint local box = clamp(self.width, 0.5, 1.5)
local tick = 0.15
local box = clamp(self.width, 0.5, 1)
self:set_gravity(-9.8) self:set_gravity(-9.8)
local function func(self) local function func(self, goal)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
tick = tick - self.dtime pos.y = creatura.get_ground_level(pos, 2).y
if tick <= 0 then -- Return true when goal is reached
if not waypoint if vec_dist(pos, goal) < box * 1.33 then
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, box) then self:halt()
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes return true
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end end
local steer_to = get_avoidance_dir(self, goal)
-- Get movement direction -- Get movement direction
local goal_dir = vec_dir(pos, goal) local goal_dir = vec_dir(pos, goal)
if waypoint then if steer_to then
goal_dir = vec_dir(pos, waypoint) goal_dir = steer_to
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir) local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then local speed = abs(self.speed or 2) * speed_factor or 0.5
self:turn_to(goal_yaw, self.turn_rate or 6) 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 end
-- Set Velocity if yaw_diff > 0.1 then
self:set_forward_velocity(self.speed or 2) self:turn_to(goal_yaw, turn_rate)
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end end
end end
return func return func