mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-03-15 04:11:24 +00:00
Add Context Based Steering, ABM Spawning fixes
This commit is contained in:
parent
5b4b5e7331
commit
64de7d9ed5
4 changed files with 185 additions and 101 deletions
63
api.lua
63
api.lua
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@ -121,9 +121,11 @@ function creatura.get_node_height_from_def(name)
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end
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end
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local get_node = minetest.get_node
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function creatura.get_node_def(node) -- Node can be name or pos
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if type(node) == "table" then
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node = minetest.get_node(node).name
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node = get_node(node).name
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end
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local def = minetest.registered_nodes[node] or default_node_def
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if def.walkable
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@ -133,45 +135,28 @@ function creatura.get_node_def(node) -- Node can be name or pos
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return def
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end
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function creatura.get_ground_level(pos, max_diff)
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local pos2 = pos -- Prevent modifying table that shouldn't be changed
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pos2.y = math.floor(pos2.y - 0.49)
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local node = minetest.get_node(pos2)
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local node_under = minetest.get_node({
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x = pos2.x,
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y = pos2.y - 1,
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z = pos2.z
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})
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local walkable = creatura.get_node_def(node_under.name).walkable and not creatura.get_node_def(node.name).walkable
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if walkable then
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return pos2
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end
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if not creatura.get_node_def(node_under.name).walkable then
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for _ = 1, max_diff do
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pos2.y = pos2.y - 1
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node = minetest.get_node(pos2)
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node_under = minetest.get_node({
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x = pos2.x,
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y = pos2.y - 1,
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z = pos2.z
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})
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walkable = creatura.get_node_def(node_under.name).walkable and not creatura.get_node_def(node.name).walkable
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if walkable then break end
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end
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else
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for _ = 1, max_diff do
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pos2.y = pos2.y + 1
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node = minetest.get_node(pos2)
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node_under = minetest.get_node({
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x = pos2.x,
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y = pos2.y - 1,
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z = pos2.z
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})
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walkable = creatura.get_node_def(node_under.name).walkable and not creatura.get_node_def(node.name).walkable
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if walkable then break end
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local get_node_def = creatura.get_node_def
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function creatura.get_ground_level(pos, range)
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range = range or 2
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local above = vector.round(pos)
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local under = {x = above.x, y = above.y - 1, z = above.z}
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if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
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if get_node_def(above).walkable then
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for i = 1, range do
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under = above
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above = {x = above.x, y = above.y + 1, z = above.z}
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if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
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end
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end
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return pos2
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if not get_node_def(under).walkable then
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for i = 1, range do
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above = under
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under = {x = under.x, y = under.y - 1, z = under.z}
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if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
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end
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end
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return above
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end
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function creatura.is_pos_moveable(pos, width, height)
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@ -192,7 +177,7 @@ function creatura.is_pos_moveable(pos, width, height)
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local ray = minetest.raycast(pos3, pos4, false, false)
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for pointed_thing in ray do
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if pointed_thing.type == "node" then
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local name = minetest.get_node(pointed_thing.under).name
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local name = get_node(pointed_thing.under).name
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if creatura.get_node_def(name).walkable then
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return false
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end
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168
methods.lua
168
methods.lua
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@ -14,25 +14,27 @@ local function diff(a, b) -- Get difference between 2 angles
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return atan2(sin(b - a), cos(b - a))
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end
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local function clamp(val, min, max)
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if val < min then
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val = min
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elseif max < val then
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val = max
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local function clamp(val, _min, _max)
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if val < _min then
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val = _min
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elseif _max < val then
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val = _max
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end
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return val
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end
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local vec_add = vector.add
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local vec_normal = vector.normalize
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local vec_len = vector.length
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local vec_dist = vector.distance
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local vec_dir = vector.direction
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local vec_dot = vector.dot
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local vec_multi = vector.multiply
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local vec_add = vector.add
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local vec_sub = vector.subtract
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local yaw2dir = minetest.yaw_to_dir
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local dir2yaw = minetest.dir_to_yaw
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--[[local function debugpart(pos, time, tex)
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local function debugpart(pos, time, tex)
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minetest.add_particle({
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pos = pos,
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texture = tex or "creatura_particle_red.png",
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@ -40,7 +42,7 @@ local dir2yaw = minetest.dir_to_yaw
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glow = 16,
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size = 16
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})
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end]]
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end
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---------------------
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-- Local Utilities --
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@ -101,35 +103,50 @@ end]]
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return false
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end]]
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function creatura.get_collision_ranged(self, range)
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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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)
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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
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local height = self.height
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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 m_dir = vec_normal(yaw2dir(yaw))
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m_dir.x, m_dir.z = m_dir.x * 0.5, m_dir.z * 0.5
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local ahead = vec_add(pos, vec_multi(m_dir, width + 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 ahead = vec_add(pos, vec_multi(dir, width))
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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_y, pos_z = ahead.x, ahead.y, ahead.z
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local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
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local dist
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local collision
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for i = 0, range or 4 do
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pos_x = pos_x + m_dir.x * i
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pos_y = pos_y + m_dir.y * i
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pos_z = pos_z + m_dir.z * i
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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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for y = 0, height, height / ceil(height) 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 + y,
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z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
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}
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if pos2.y - pos.y > (self.stepheight or 1.1)
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and creatura.get_node_def(pos2).walkable then
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return true, pos2
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pos2.y = pos_y + y
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local dist2 = vec_dist(pos, pos2)
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if not dist
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or dist2 < dist then
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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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collision = pos2
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dist = dist2
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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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end
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return false
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end
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@ -144,16 +161,19 @@ function creatura.get_collision(self)
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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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local pos2 = {
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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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pos2.y = pos.y + y
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if pos2.y - pos.y > (self.stepheight or 1.1)
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and creatura.get_node_def(pos2).walkable then
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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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@ -179,6 +199,65 @@ 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), dir)
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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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-------------
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-- Actions --
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-------------
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@ -414,4 +493,27 @@ creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
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_self:turn_to(goal_yaw, turn_rate)
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end
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return func
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end)
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creatura.register_movement_method("creatura:context_based_steering", function(self)
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local steer_to
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local steer_timer = 0.25
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self:set_gravity(-9.8)
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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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if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
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_self:halt()
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return true
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end
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-- Calculate Movement
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steer_timer = (steer_timer > 0 and steer_timer - self.dtime) or 0.25
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steer_to = (steer_timer <= 0 and creatura.get_context_steering(self, goal, 2)) or steer_to
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local speed = abs(_self.speed or 2) * speed_factor or 0.5
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local turn_rate = abs(_self.turn_rate or 5)
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-- Apply Movement
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_self:set_forward_velocity(speed)
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_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
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end
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return func
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end)
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14
mob_meta.lua
14
mob_meta.lua
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@ -438,7 +438,7 @@ function mob:is_pos_safe(pos)
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for i = 1, self.max_fall or 3 do
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local fall_pos = {
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x = pos.x,
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y = floor(mob_pos.y + 0.5) - i,
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y = floor(pos.y + 0.5) - i,
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z = pos.z
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}
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if creatura.get_node_def(fall_pos).walkable then
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@ -695,6 +695,8 @@ end
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function mob:clear_action()
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self._action = {}
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self._movement_data.goal = nil
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self._movement_data.func = nil
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end
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function mob:set_utility(func)
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@ -1142,12 +1144,13 @@ function mob:_execute_utilities()
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and is_alive then
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for i = 1, #self.utility_stack do
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local utility = self.utility_stack[i].utility
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local util_data = self._utility_data
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local get_score = self.utility_stack[i].get_score
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local step_delay = self.utility_stack[i].step_delay
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local score, args = get_score(self)
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if self._utility_data.utility
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and utility == self._utility_data.utility
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and self._utility_data.score > 0
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if util_data.utility
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and utility == util_data.utility
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and util_data.score > 0
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and score <= 0 then
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self._utility_data = {
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utility = nil,
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@ -1155,9 +1158,10 @@ function mob:_execute_utilities()
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step_delay = nil,
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score = 0
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}
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util_data = self._utility_data
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end
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if score > 0
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and score >= self._utility_data.score
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and score >= util_data.score
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and score >= loop_data.score then
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loop_data = {
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utility = utility,
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41
spawning.lua
41
spawning.lua
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@ -493,23 +493,16 @@ function creatura.register_abm_spawn(mob, def)
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local function spawn_func(pos, _, _, aocw)
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if spawn_on_load
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and random(chance) > 1 then
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return
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end
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if spawn_on_load
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and not minetest.find_node_near(pos, 1, neighbors) then
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return
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end
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if pos.y > max_height
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or pos.y < min_height then
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return
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end
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if not spawn_in_nodes then
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pos = vec_raise(pos, 1)
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pos.y = pos.y + 1
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end
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if spawn_on_load -- Manual checks for LBMs
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and (random(chance) > 1
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or not minetest.find_node_near(pos, 1, neighbors)
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or pos.y > max_height
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or pos.y < min_height) then
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return
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end
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local light = minetest.get_node_light(pos) or 7
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@ -530,9 +523,7 @@ function creatura.register_abm_spawn(mob, def)
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local objects = minetest.get_objects_inside_radius(pos, abr)
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for _, object in ipairs(objects) do
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local ent = object and object:get_luaentity()
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local is_plyr = object and object:is_player()
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plyr_found = plyr_found or is_plyr
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local ent = object:get_luaentity()
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if ent
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and ent.name == mob then
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mob_count = mob_count + 1
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@ -540,6 +531,7 @@ function creatura.register_abm_spawn(mob, def)
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return
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end
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end
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plyr_found = plyr_found or object:is_player()
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end
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if not plyr_found then
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@ -550,8 +542,6 @@ function creatura.register_abm_spawn(mob, def)
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local mob_width = mob_def.collisionbox[4]
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local mob_height = math.max(0, mob_def.collisionbox[5] - mob_def.collisionbox[2])
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pos.y = pos.y - 0.49
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|
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if not creatura.is_pos_moveable(pos, mob_width, mob_height) then
|
||||
return
|
||||
end
|
||||
|
@ -560,10 +550,11 @@ function creatura.register_abm_spawn(mob, def)
|
|||
|
||||
if group_size > 1 then
|
||||
for _ = 1, group_size do
|
||||
local offset = math.ceil(mob_width)
|
||||
local spawn_pos = creatura.get_ground_level({
|
||||
x = pos.x + random(-mob_width, mob_width),
|
||||
x = pos.x + random(-offset, offset),
|
||||
y = pos.y,
|
||||
z = pos.x + random(-mob_width, mob_width),
|
||||
z = pos.x + random(-offset, offset),
|
||||
}, 3)
|
||||
if not creatura.is_pos_moveable(spawn_pos, mob_width, mob_height) then
|
||||
spawn_pos = pos
|
||||
|
@ -589,11 +580,11 @@ function creatura.register_abm_spawn(mob, def)
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
minetest.log("action",
|
||||
"[Creatura] [ABM Spawning] Spawned " .. group_size .. " " .. mob .. " at " .. minetest.pos_to_string(pos))
|
||||
|
||||
|
||||
end
|
||||
|
||||
if spawn_on_load then
|
||||
|
@ -613,6 +604,8 @@ function creatura.register_abm_spawn(mob, def)
|
|||
neighbors = neighbors,
|
||||
interval = interval,
|
||||
chance = chance,
|
||||
min_y = min_height,
|
||||
max_y = max_height,
|
||||
catch_up = false,
|
||||
action = function(pos, ...)
|
||||
spawn_func(pos, ...)
|
||||
|
|
Loading…
Add table
Reference in a new issue