Add Context Based Steering, ABM Spawning fixes

This commit is contained in:
ElCeejo 2022-09-24 01:17:10 -07:00
parent 5b4b5e7331
commit 64de7d9ed5
4 changed files with 185 additions and 101 deletions

View file

@ -14,25 +14,27 @@ local function diff(a, b) -- Get difference between 2 angles
return atan2(sin(b - a), cos(b - a))
end
local function clamp(val, min, max)
if val < min then
val = min
elseif max < val then
val = max
local function clamp(val, _min, _max)
if val < _min then
val = _min
elseif _max < val then
val = _max
end
return val
end
local vec_add = vector.add
local vec_normal = vector.normalize
local vec_len = vector.length
local vec_dist = vector.distance
local vec_dir = vector.direction
local vec_dot = vector.dot
local vec_multi = vector.multiply
local vec_add = vector.add
local vec_sub = vector.subtract
local yaw2dir = minetest.yaw_to_dir
local dir2yaw = minetest.dir_to_yaw
--[[local function debugpart(pos, time, tex)
local function debugpart(pos, time, tex)
minetest.add_particle({
pos = pos,
texture = tex or "creatura_particle_red.png",
@ -40,7 +42,7 @@ local dir2yaw = minetest.dir_to_yaw
glow = 16,
size = 16
})
end]]
end
---------------------
-- Local Utilities --
@ -101,35 +103,50 @@ end]]
return false
end]]
function creatura.get_collision_ranged(self, range)
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
local get_node_def = creatura.get_node_def
local get_node_height = creatura.get_node_height_from_def
function creatura.get_collision_ranged(self, dir, range)
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
if not pos then return end
local width = self.width
local height = self.height
local width = self.width + 0.1
local height = self.height + self.stepheight
pos.y = pos.y + 0.01
local m_dir = vec_normal(yaw2dir(yaw))
m_dir.x, m_dir.z = m_dir.x * 0.5, m_dir.z * 0.5
local ahead = vec_add(pos, vec_multi(m_dir, width + 0.5))
dir = vec_normal(dir or yaw2dir(yaw))
yaw = dir2yaw(dir)
local ahead = vec_add(pos, vec_multi(dir, width))
-- Loop
local cos_yaw = cos(yaw)
local sin_yaw = sin(yaw)
local pos_x, pos_y, pos_z = ahead.x, ahead.y, ahead.z
local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
local dist
local collision
for i = 0, range or 4 do
pos_x = pos_x + m_dir.x * i
pos_y = pos_y + m_dir.y * i
pos_z = pos_z + m_dir.z * i
pos_x = pos_x + dir_x
pos_y = pos_y + dir_y
pos_z = pos_z + dir_z
local pos2
for x = -width, width, width / ceil(width) do
pos2 = {
x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
y = pos_y,
z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
}
for y = 0, height, height / ceil(height) do
local pos2 = {
x = cos(yaw) * ((pos_x + x) - pos_x) + pos_x,
y = pos.y + y,
z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
}
if pos2.y - pos.y > (self.stepheight or 1.1)
and creatura.get_node_def(pos2).walkable then
return true, pos2
pos2.y = pos_y + y
local dist2 = vec_dist(pos, pos2)
if not dist
or dist2 < dist then
if pos2.y - pos_y > (self.stepheight or 1.1)
and get_node_def(pos2).walkable then
collision = pos2
dist = dist2
end
end
end
end
if collision then return true, collision end
end
return false
end
@ -144,16 +161,19 @@ function creatura.get_collision(self)
local m_dir = vec_normal(yaw2dir(yaw))
local ahead = vec_add(pos, vec_multi(m_dir, width + 1)) -- 1 node out from edge of box
-- Loop
local cos_yaw = cos(yaw)
local sin_yaw = sin(yaw)
local pos_x, pos_z = ahead.x, ahead.z
for x = -width, width, width / ceil(width) do
local pos2 = {
x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
y = pos.y,
z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
}
for y = 0, height, height / ceil(height) do
local pos2 = {
x = cos(yaw) * ((pos_x + x) - pos_x) + pos_x,
y = pos.y + y,
z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
}
pos2.y = pos.y + y
if pos2.y - pos.y > (self.stepheight or 1.1)
and creatura.get_node_def(pos2).walkable then
and get_node_def(pos2).walkable then
return true, pos2
end
end
@ -179,6 +199,65 @@ local function get_avoidance_dir(self)
end
end
local steer_directions = {
vec_normal({x = 1, y = 0, z = 0}),
vec_normal({x = 1, y = 0, z = 1}),
vec_normal({x = 0, y = 0, z = 1}),
vec_normal({x = -1, y = 0, z = 0}),
vec_normal({x = -1, y = 0, z = -1}),
vec_normal({x = 0, y = 0, z = -1}),
vec_normal({x = 1, y = 0, z = -1}),
vec_normal({x = -1, y = 0, z = 1})
}
function creatura.get_context_steering(self, goal, range)
local pos, vel = self.object:get_pos(), self.object:get_velocity()
if not pos then return end
local heading = vec_normal(vel)
local dir2goal = vec_normal(vec_dir(pos, goal))
local output_dir = {x = 0, y = dir2goal.y, z = 0}
range = range or 8
if range < 2 then range = 2 end
for _, _dir in ipairs(steer_directions) do
local dir = table.copy(_dir)
local score = vec_dot(dir2goal, dir)
local interest = clamp(score, 0, 1)
local danger = 0
if interest >= 0 then
local width = self.width
local height = self.height
local collision
if width <= 0.5
and height <= 1 then
local pos2 = vec_add(pos, dir)
local pos2_name = minetest.get_node(pos2).name
collision = get_node_height(pos2_name) > self.stepheight and pos2
if not collision then
local above = {x = pos2.x, y = pos2.y + 1, z = pos2.z}
collision = get_node_def(above).walkable and pos2
end
else
local s_range = range * clamp(interest, 0.5, 1)
_, collision = creatura.get_collision_ranged(self, dir, s_range)
end
if collision then
local dir2col = vec_dir(pos, collision)
local dist2col = vec_dist(pos, collision) - self.width
local ahead = vec_add(pos, vec_multi(heading, self.width + dist2col))
local avd_force = vec_normal(vec_sub(ahead, collision))
dir.y = avd_force.y / 4
local dot_weight = vec_dot(vec_normal(dir2col), dir)
local dist_weight = (range - dist2col) / range
interest = interest - dot_weight
danger = dist_weight
end
end
score = clamp(interest - danger, 0, 1)
output_dir = vector.add(output_dir, vector.multiply(dir, score))
end
return output_dir
end
-------------
-- Actions --
-------------
@ -414,4 +493,27 @@ creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
_self:turn_to(goal_yaw, turn_rate)
end
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 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, 2)) 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)