Improved Boids and Context Steering

This commit is contained in:
ElCeejo 2022-10-12 14:37:44 -07:00
parent 66f02bc77a
commit 6c411bc6ac
3 changed files with 182 additions and 39 deletions

129
boids.lua
View file

@ -3,7 +3,18 @@
-----------
local abs = math.abs
local random = math.random
local atan2 = math.atan2
local sin = math.sin
local cos = math.cos
local function average_angle(tbl)
local sum_sin, sum_cos = 0, 0
for _, v in pairs(tbl) do
sum_sin = sum_sin + sin(v)
sum_cos = sum_cos + cos(v)
end
return atan2(sum_sin, sum_cos)
end
local function average(tbl)
local sum = 0
@ -13,20 +24,17 @@ local function average(tbl)
return sum / #tbl
end
local function average_angle(tbl)
local sum_sin, sum_cos = 0, 0
for _, v in pairs(tbl) do
sum_sin = sum_sin + math.sin(v)
sum_cos = sum_cos + math.cos(v)
end
return math.atan2(sum_sin, sum_cos)
local function interp_rad(a, b, w)
local cs = (1 - w) * cos(a) + w * cos(b)
local sn = (1 - w) * sin(a) + w * sin(b)
return atan2(sn, cs)
end
local vec_dist = vector.distance
local vec_dir = vector.direction
local vec_add = vector.add
local vec_normal = vector.normalize
local vec_dir = vector.direction
local vec_dist = vector.distance
local vec_divide = vector.divide
local vec_normal = vector.normalize
local function get_average_pos(vectors)
local sum = {x = 0, y = 0, z = 0}
@ -53,13 +61,91 @@ local dir2yaw = minetest.dir_to_yaw
-- Get Boid Members --
-- This function scans within
-- a set radius for potential
-- boid members, and assigns
-- a leader. A new leader
-- is only assigned every 12
-- seconds or if a new mob
-- is in the boid.
function creatura.get_boid_cached(self)
local pos = self.object:get_pos()
if not pos then return end
local radius = self.tracking_range * 0.5 or 4
local members = self._movement_data.boids or {}
local max_boids = self.max_boids or 7
if #members > 0 then
for i = #members, 1, -1 do
local object = members[i]
if not object or not object:get_yaw() then members[i] = nil end
end
if #members >= max_boids then return members end
end
local objects = minetest.get_objects_inside_radius(pos, radius)
if #objects < 2 then return {} end
for _, object in ipairs(objects) do
local ent = object and object ~= self.object and object:get_luaentity()
if ent
and ent.name == self.name then
local move_data = ent._movement_data
if move_data
and (not move_data.boids
or #move_data.boids < max_boids) then
table.insert(members, object)
end
end
if #members >= max_boids then break end
end
self._movement_data.boids = members
return members
end
-- Calculate Boid Movement Direction
function creatura.get_boid_dir(self)
local pos = self.object:get_pos()
if not pos then return end
local boids = creatura.get_boid_cached(self)
if #boids < 2 then return end
local pos_no, pos_sum = 0, {x = 0, y = 0, z = 0}
local sum_sin, sum_cos = 0, 0
local lift_no, lift_sum = 0, 0
local vel
local boid_pos
local closest_pos
for _, object in ipairs(boids) do
if object then
boid_pos, vel = object:get_pos(), object:get_velocity()
local obj_yaw = object:get_yaw()
pos_no, pos_sum = pos_no + 1, vec_add(pos_sum, boid_pos)
sum_sin, sum_cos = sum_sin + sin(obj_yaw), sum_cos + cos(obj_yaw)
lift_no, lift_sum = lift_no + 1, lift_sum + vel.y
if not closest_pos
or vec_dist(pos, boid_pos) < vec_dist(pos, closest_pos) then
closest_pos = boid_pos
end
end
end
if not closest_pos then return end
local center = vec_divide(pos_sum, pos_no)
local lift = lift_sum / lift_no
local angle_sin, angle_cos
local radius = self.tracking_range * 0.5 or 4
local dist_factor = (radius - vec_dist(pos, closest_pos)) / radius
local alignment = atan2(sum_sin, sum_cos)
local seperation = dir2yaw(vec_dir(closest_pos, pos))
local cohesion = dir2yaw(vec_dir(pos, center))
if dist_factor > 0.9 then
seperation = interp_rad(alignment, seperation, 0.5)
angle_sin, angle_cos = sin(seperation), cos(seperation)
else
angle_sin, angle_cos = sin(cohesion), cos(cohesion)
end
local angle = atan2(angle_sin + sin(alignment), angle_cos + cos(alignment))
local dir = yaw2dir(angle)
dir.y = lift
return vector.normalize(dir), boids
end
-- Deprecated
function creatura.get_boid_members(pos, radius, name)
local objects = minetest.get_objects_inside_radius(pos, radius)
@ -71,7 +157,6 @@ function creatura.get_boid_members(pos, radius, name)
local object = objects[i]
if object:get_luaentity()
and object:get_luaentity().name == name then
object:get_luaentity().boid_heading = math.rad(random(360))
table.insert(members, object)
end
end
@ -86,8 +171,6 @@ function creatura.get_boid_members(pos, radius, name)
return members
end
-- Calculate Boid angles and offsets.
function creatura.get_boid_angle(self, _boids, range)
local pos = self.object:get_pos()
local boids = _boids or creatura.get_boid_members(pos, range or 4, self.name)
@ -127,9 +210,6 @@ function creatura.get_boid_angle(self, _boids, range)
local seperation = yaw + -(dir2yaw(dir2closest) - yaw)
local cohesion = dir2yaw(dir2center)
local params = {alignment}
if self.boid_heading then
table.insert(params, yaw + self.boid_heading)
end
if dist_2d(pos, closest_pos) < (self.boid_seperation or self.width * 3) then
table.insert(params, seperation)
elseif dist_2d(pos, center) > (#boids * 0.33) * (self.boid_seperation or self.width * 3) then
@ -145,6 +225,5 @@ function creatura.get_boid_angle(self, _boids, range)
elseif math.abs(pos.y - closest_pos.y) > 1.5 * (self.boid_seperation or self.width * 3) then
table.insert(vert_params, vert_cohesion + (lift - vert_cohesion) * 0.1)
end
self.boid_heading = nil
return average_angle(params), average(vert_params)
end

View file

@ -40,7 +40,7 @@ local dir2yaw = minetest.dir_to_yaw
texture = tex or "creatura_particle_red.png",
expirationtime = time or 0.1,
glow = 16,
size = 16
size = 24
})
end]]
@ -104,7 +104,7 @@ end]]
end]]
local get_node_def = creatura.get_node_def
local get_node_height = creatura.get_node_height_from_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()
@ -114,13 +114,17 @@ function creatura.get_collision_ranged(self, dir, range)
pos.y = pos.y + 0.01
dir = vec_normal(dir or yaw2dir(yaw))
yaw = dir2yaw(dir)
local ahead = vec_add(pos, vec_multi(dir, width))
local outset = math.floor(width)
if outset < 0.5 then outset = 0.5 end
local ahead = vec_add(pos, vec_multi(dir, outset))
local height_half = self.height * 0.5
local center_y = pos.y + height_half
-- 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 danger = 0
local collision
for _ = 0, range or 4 do
pos_x = pos_x + dir_x
@ -135,13 +139,14 @@ function creatura.get_collision_ranged(self, dir, range)
}
for y = 0, height, height / ceil(height) do
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
if pos2.y - pos_y > (self.stepheight or 1.1)
and get_node_def(pos2).walkable then
local dist_dngr = (height_half - abs(center_y - pos2.y)) / height_half
local field_dngr = vec_dot(dir, vec_normal(vec_dir(pos, pos2)))
local ttl_dngr = dist_dngr + field_dngr
if ttl_dngr > danger then
danger = ttl_dngr
collision = pos2
dist = dist2
end
end
end
@ -192,7 +197,7 @@ local function get_avoidance_dir(self)
vel.y = 0
local vel_len = vec_len(vel) * (1 + (self.step_delay or 0))
local ahead = vec_add(pos, vec_normal(vel))
local avoidance_force = vector.subtract(ahead, col_pos)
local avoidance_force = vec_sub(ahead, col_pos)
avoidance_force.y = 0
avoidance_force = vec_multi(vec_normal(avoidance_force), (vel_len > 1 and vel_len) or 1)
return vec_dir(pos, vec_add(ahead, avoidance_force))
@ -210,7 +215,7 @@ local steer_directions = {
vec_normal({x = -1, y = 0, z = 1})
}
function creatura.get_context_steering(self, goal, range)
--[[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)
@ -246,7 +251,7 @@ function creatura.get_context_steering(self, goal, range)
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 dot_weight = vec_dot(vec_normal(dir2col), dir2goal)
local dist_weight = (range - dist2col) / range
interest = interest - dot_weight
danger = dist_weight
@ -256,6 +261,62 @@ function creatura.get_context_steering(self, goal, range)
output_dir = vector.add(output_dir, vector.multiply(dir, score))
end
return output_dir
end]]
local function get_collision_single(pos)
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
if get_node_def(pos2).walkable then
pos2.y = pos.y + 1
local col_max = get_node_def(pos2).walkable
pos2.y = pos.y - 1
local col_min = col_max and get_node_def(pos2).walkable
if col_min then
return pos
else
pos2.y = pos.y + 1
return pos2
end
end
end
function creatura.get_context_steering(self, goal, range)
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
if not pos or not yaw then return end
range = range or 8; if range < 2 then range = 2 end
local width, height = self.width, self.height
local dir2goal = vec_normal(vec_dir(pos, goal))
local output_dir = {x = 0, y = 0, z = 0}
pos.y = (pos.y + height * 0.5)
local collision
local dir2col
local dir
for _, _dir in ipairs(steer_directions) do
dir = {x = _dir.x, y = 0, z = _dir.z}
local score = vec_dot(dir2goal, dir)
local interest = clamp(score, 0, 1)
local danger = 0
if interest > 0 then
if width <= 0.5
and height <= 1 then
collision = get_collision_single(vec_add(pos, dir))
else
_, collision = creatura.get_collision_ranged(self, dir, range)
end
if collision then
dir2col = vec_normal(vec_dir(pos, collision))
local dist2col = vec_dist(pos, collision) - width
dir.y = dir2col.y * -1
local dot_weight = vec_dot(dir2col, dir2goal)
local dist_weight = (range - dist2col) / range
interest = interest - dot_weight
danger = dist_weight
end
end
score = interest - danger
output_dir = vector.add(output_dir, vector.multiply(dir, score))
end
return output_dir
end
-------------
@ -508,7 +569,7 @@ creatura.register_movement_method("creatura:context_based_steering", function(se
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
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

View file

@ -19,6 +19,9 @@ creatura_mapgen_spawn_interval (Mapgen Spawning Interval) int 5
# How many Mobs can be a in a Mapblock before ABM spawning is blocked
creatura_mapblock_limit (Max Mobs per Mapblock) int 99
# Minimum distance to a player for ABM Spawning
creatura_min_abm_dist (Minimum ABM Spawning Distance) int 32
# Allotted time (in μs) per step for A* pathfinding (lower means less lag but slower pathfinding)
creatura_a_star_alloted_time (A* Pathfinding Alloted time per step) int 500