Updated Physics and Vitals, New Pathfinding

This commit is contained in:
ElCeejo 2023-06-09 23:15:07 -07:00
parent 69cd063c43
commit 59602c9d36
8 changed files with 1746 additions and 1136 deletions

317
api.lua
View file

@ -6,6 +6,7 @@ creatura.api = {}
-- Math --
local abs = math.abs
local floor = math.floor
local random = math.random
@ -19,12 +20,6 @@ local function clamp(val, min_n, max_n)
end
local vec_dist = vector.distance
local vec_equals = vector.equals
local vec_add = vector.add
local function vec_center(v)
return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)}
end
local function vec_raise(v, n)
if not v then return end
@ -190,7 +185,61 @@ function creatura.is_pos_moveable(pos, width, height)
return true
end
local moveable = creatura.is_pos_moveable
local function is_blocked_thin(pos, height)
local node
local pos2 = {
x = floor(pos.x + 0.5),
y = floor(pos.y + 0.5) - 1,
z = floor(pos.z + 0.5)
}
for _ = 1, height do
pos2.y = pos2.y + 1
node = minetest.get_node_or_nil(pos2)
if not node
or get_node_def(node.name).walkable then
return true
end
end
return false
end
function creatura.is_blocked(pos, width, height)
if width <= 0.5 then
return is_blocked_thin(pos, height)
end
local p1 = {
x = pos.x - (width + 0.2),
y = pos.y,
z = pos.z - (width + 0.2),
}
local p2 = {
x = pos.x + (width + 0.2),
y = pos.y + (height + 0.2),
z = pos.z + (width + 0.2),
}
local node
local pos2 = {}
for z = p1.z, p2.z do
pos2.z = z
for y = p1.y, p2.y do
pos2.y = y
for x = p1.x, p2.x do
pos2.x = x
node = minetest.get_node_or_nil(pos2)
if not node
or get_node_def(node.name).walkable then
return true
end
end
end
end
return false
end
function creatura.fast_ray_sight(pos1, pos2, water)
local ray = minetest.raycast(pos1, pos2, false, water or false)
@ -207,127 +256,6 @@ end
local fast_ray_sight = creatura.fast_ray_sight
function creatura.get_next_move(self, pos2)
local last_move = self._movement_data.last_move
local width = self.width
local height = self.height
local pos = self.object:get_pos()
pos = {
x = floor(pos.x),
y = pos.y + 0.01,
z = floor(pos.z)
}
pos.y = pos.y + 0.01
if last_move
and last_move.pos then
local last_call = minetest.get_position_from_hash(last_move.pos)
last_move = minetest.get_position_from_hash(last_move.move)
if vec_equals(vec_center(last_call), vec_center(pos)) then
return last_move
end
end
local neighbors = {
vec_add(pos, {x = 1, y = 0, z = 0}),
vec_add(pos, {x = 1, y = 0, z = 1}),
vec_add(pos, {x = 0, y = 0, z = 1}),
vec_add(pos, {x = -1, y = 0, z = 1}),
vec_add(pos, {x = -1, y = 0, z = 0}),
vec_add(pos, {x = -1, y = 0, z = -1}),
vec_add(pos, {x = 0, y = 0, z = -1}),
vec_add(pos, {x = 1, y = 0, z = -1})
}
local _next
table.sort(neighbors, function(a, b)
return vec_dist(a, pos2) < vec_dist(b, pos2)
end)
for i = 1, #neighbors do
local neighbor = neighbors[i]
local can_move = fast_ray_sight(pos, neighbor)
if vec_equals(neighbor, pos2) then
can_move = true
end
if can_move
and not moveable(neighbor, width, height) then
can_move = false
if moveable(vec_raise(neighbor, 0.5), width, height) then
can_move = true
end
end
if can_move
and not self:is_pos_safe(neighbor) then
can_move = false
end
if can_move then
_next = vec_raise(neighbor, 0.1)
break
end
end
if _next then
self._movement_data.last_move = {
pos = minetest.hash_node_position(pos),
move = minetest.hash_node_position(_next)
}
_next = {
x = floor(_next.x),
y = _next.y,
z = floor(_next.z)
}
end
return _next
end
function creatura.get_next_move_3d(self, pos2)
local last_move = self._movement_data.last_move
local width = self.width
local height = self.height
local scan_width = width * 2
local pos = self.object:get_pos()
pos.y = pos.y + 0.5
if last_move
and last_move.pos then
local last_call = minetest.get_position_from_hash(last_move.pos)
last_move = minetest.get_position_from_hash(last_move.move)
if vec_equals(vec_center(last_call), vec_center(pos)) then
return last_move
end
end
local neighbors = {
vec_add(pos, {x = scan_width, y = 0, z = 0}),
vec_add(pos, {x = scan_width, y = 0, z = scan_width}),
vec_add(pos, {x = 0, y = 0, z = scan_width}),
vec_add(pos, {x = -scan_width, y = 0, z = scan_width}),
vec_add(pos, {x = -scan_width, y = 0, z = 0}),
vec_add(pos, {x = -scan_width, y = 0, z = -scan_width}),
vec_add(pos, {x = 0, y = 0, z = -scan_width}),
vec_add(pos, {x = scan_width, y = 0, z = -scan_width})
}
local next
table.sort(neighbors, function(a, b)
return vec_dist(a, pos2) < vec_dist(b, pos2)
end)
for i = 1, #neighbors do
local neighbor = neighbors[i]
local can_move = fast_ray_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
if not moveable(vec_raise(neighbor, 0.6), width, height) then
can_move = false
end
if vec_equals(neighbor, pos2) then
can_move = true
end
if can_move then
next = neighbor
break
end
end
if next then
self._movement_data.last_move = {
pos = minetest.hash_node_position(pos),
move = minetest.hash_node_position(next)
}
end
return vec_raise(next, clamp((pos2.y - pos.y) + -0.6, -1, 1))
end
function creatura.sensor_floor(self, range, water)
local pos = self.object:get_pos()
local pos2 = vec_raise(pos, -range)
@ -413,6 +341,139 @@ creatura.get_nearby_entities = creatura.get_nearby_objects
-- Global Mob API --
--------------------
function creatura.default_water_physics(self)
local pos = self.stand_pos
local stand_node = self.stand_node
if not pos or not stand_node then return end
local gravity = self._movement_data.gravity or -9.8
local submergence = self.liquid_submergence or 0.25
local drag = self.liquid_drag or 0.7
if minetest.get_item_group(stand_node.name, "liquid") > 0 then -- In Liquid
local vel = self.object:get_velocity()
if not vel then return end
self.in_liquid = stand_node.name
if submergence < 1 then
local mob_level = pos.y + (self.height * submergence)
-- Find Water Surface
local nodes = minetest.find_nodes_in_area_under_air(
{x = pos.x, y = pos.y, z = pos.z},
{x = pos.x, y = pos.y + 3, z = pos.z},
"group:liquid"
) or {}
local surface_level = (#nodes > 0 and nodes[#nodes].y or pos.y + self.height + 3)
surface_level = floor(surface_level + 0.9)
local height_diff = mob_level - surface_level
-- Apply Bouyancy
if height_diff <= 0 then
local displacement = clamp(abs(height_diff) / submergence, 0.5, 1) * self.width
self.object:set_acceleration({x = 0, y = displacement, z = 0})
else
self.object:set_acceleration({x = 0, y = gravity, z = 0})
end
end
-- Apply Drag
self.object:set_velocity({
x = vel.x * (1 - self.dtime * drag),
y = vel.y * (1 - self.dtime * drag),
z = vel.z * (1 - self.dtime * drag)
})
else
self.in_liquid = nil
self.object:set_acceleration({x = 0, y = gravity, z = 0})
end
end
function creatura.default_vitals(self)
local pos = self.stand_pos
local node = self.stand_node
if not pos or node then return end
local max_fall = self.max_fall or 3
local in_liquid = self.in_liquid
local on_ground = self.touching_ground
local damage = 0
-- Fall Damage
if max_fall > 0
and not in_liquid then
local fall_start = self._fall_start or (not on_ground and pos.y)
if fall_start
and on_ground then
damage = floor(fall_start - pos.y)
if damage < max_fall then
damage = 0
else
local resist = self.fall_resistance or 0
damage = damage - damage * resist
end
fall_start = nil
end
self._fall_start = fall_start
end
-- Environment Damage
if self:timer(1) then
local stand_def = creatura.get_node_def(node.name)
local max_breath = self.max_breath or 0
-- Suffocation
if max_breath > 0 then
local head_pos = {x = pos.x, y = pos.y + self.height, z = pos.z}
local head_def = creatura.get_node_def(head_pos)
if head_def.groups
and (minetest.get_item_group(head_def.name, "water") > 0
or (head_def.walkable
and head_def.groups.disable_suffocation ~= 1
and head_def.drawtype == "normal")) then
local breath = self._breath
if breath <= 0 then
damage = damage + 1
else
self._breath = breath - 1
self:memorize("_breath", breath)
end
end
end
-- Burning
local fire_resist = self.fire_resistance or 0
if fire_resist < 1
and minetest.get_item_group(stand_def.name, "igniter") > 0
and stand_def.damage_per_second then
damage = (damage or 0) + stand_def.damage_per_second * fire_resist
end
end
-- Apply Damage
if damage > 0 then
self:hurt(damage)
self:indicate_damage()
if random(4) < 2 then
self:play_sound("hurt")
end
end
-- Entity Cramming
if self:timer(5) then
local objects = minetest.get_objects_inside_radius(pos, 0.2)
if #objects > 10 then
self:indicate_damage()
self.hp = self:memorize("hp", -1)
self:death_func()
end
end
end
function creatura.drop_items(self)
if not self.drops then return end
local pos = self.object:get_pos()