mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-04-30 05:41:46 -04:00
Fix bug with hitbox collision check, Improve movement methods, Add default hit sound
This commit is contained in:
parent
8542912775
commit
c5af6c9590
5 changed files with 231 additions and 251 deletions
85
api.lua
85
api.lua
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@ -139,14 +139,17 @@ function creatura.is_pos_moveable(pos, width, height)
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y = pos.y,
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z = pos.z + (width + 0.2),
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}
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for x = pos1.x, pos2.x do
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for z = pos1.z, pos2.z do
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local pos3 = {x = x, y = (pos.y + height), z = z}
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local pos4 = {x = pos3.x, y = pos.y, z = pos3.z}
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for z = pos1.z, pos2.z do
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for x = pos1.x, pos2.x do
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local pos3 = {x = x, y = pos.y + height, z = z}
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local pos4 = {x = x, y = pos.y + 0.01, z = z}
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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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return false
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local name = minetest.get_node(pointed_thing.under).name
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if minetest.registered_nodes[name].walkable then
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return false
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end
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end
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end
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end
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@ -172,9 +175,13 @@ function creatura.get_next_move(self, pos2)
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local last_move = self._movement_data.last_move
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local width = self.width
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local height = self.height
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local scan_width = width * 2
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local pos = self.object:get_pos()
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pos.y = floor(pos.y + 0.5)
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pos = {
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x = floor(pos.x),
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y = pos.y + 0.01,
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z = floor(pos.z)
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}
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pos.y = pos.y + 0.01
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if last_move
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and last_move.pos then
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local last_call = minetest.get_position_from_hash(last_move.pos)
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@ -193,36 +200,44 @@ function creatura.get_next_move(self, pos2)
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vec_add(pos, {x = 0, y = 0, z = -1}),
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vec_add(pos, {x = 1, y = 0, z = -1})
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}
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local next
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local _next
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table.sort(neighbors, function(a, b)
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return vec_dist(a, pos2) < vec_dist(b, pos2)
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end)
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for i = 1, #neighbors do
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local neighbor = neighbors[i]
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local can_move = fast_ray_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
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local can_move = fast_ray_sight(pos, neighbor)
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if vector.equals(neighbor, pos2) then
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can_move = true
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end
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if not self:is_pos_safe(vec_raise(neighbor, 0.6)) then
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if can_move
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and not moveable(neighbor, width, height) then
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can_move = false
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if moveable(vec_raise(neighbor, 0.5), width, height) then
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can_move = true
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end
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end
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if can_move
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and not moveable(vec_raise(neighbor, 0.6), width, height) then
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and not self:is_pos_safe(neighbor) then
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can_move = false
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end
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local dist = vec_dist(neighbor, pos2)
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if can_move then
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next = neighbor
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_next = vec_raise(neighbor, 0.1)
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break
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end
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end
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if next then
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if _next then
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self._movement_data.last_move = {
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pos = minetest.hash_node_position(pos),
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move = minetest.hash_node_position(next)
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move = minetest.hash_node_position(_next)
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}
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_next = {
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x = floor(_next.x),
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y = _next.y,
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z = floor(_next.z)
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}
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end
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return next
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return _next
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end
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function creatura.get_next_move_3d(self, pos2)
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@ -371,8 +386,42 @@ function creatura.get_nearby_entities(self, name)
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return nearby
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end
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function creatura.get_node_def(pos)
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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local default_node_def = {walkable = true} -- both ignore and unknown nodes are walkable
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function minetest.get_node_height_from_def(name)
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local def = minetest.registered_nodes[name]
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if not def then return 0.5 end
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if def.walkable then
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if def.drawtype == "nodebox" then
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if def.node_box
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and def.node_box.type == "fixed" then
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if type(def.node_box.fixed[1]) == "number" then
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return 0.5 + def.node_box.fixed[5]
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elseif type(def.node_box.fixed[1]) == "table" then
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return 0.5 + def.node_box.fixed[1][5]
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else
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return 1
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end
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else
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return 1
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end
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else
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return 1
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end
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else
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return 1
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end
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end
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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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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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and minetest.get_node_height_from_def(node) < 0.26 then
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def.walkable = false -- workaround for nodes like snow
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end
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return def
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end
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2
init.lua
2
init.lua
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@ -2,8 +2,8 @@ creatura = {}
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local path = minetest.get_modpath("creatura")
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dofile(path.."/pathfinder.lua")
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dofile(path.."/api.lua")
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dofile(path.."/pathfinder.lua")
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dofile(path.."/methods.lua")
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-- Optional Files --
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348
methods.lua
348
methods.lua
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@ -35,6 +35,17 @@ local vec_dist = vector.distance
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local vec_multi = vector.multiply
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local vec_add = vector.add
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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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minetest.add_particle({
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pos = pos,
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texture = tex or "creatura_particle_red.png",
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expirationtime = time or 3,
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glow = 6,
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size = 12
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})
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end
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-------------
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-- Actions --
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@ -132,154 +143,137 @@ end
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-- Pathfinding
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function get_line_of_sight(a, b)
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local steps = floor(vector.distance(a, b))
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local line = {}
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for i = 0, steps do
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local pos
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if steps > 0 then
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pos = {
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x = a.x + (b.x - a.x) * (i / steps),
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y = a.y + (b.y - a.y) * (i / steps),
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z = a.z + (b.z - a.z) * (i / steps)
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}
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else
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pos = a
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end
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table.insert(line, pos)
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end
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if #line < 1 then
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return false
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else
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for i = 1, #line do
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local node = minetest.get_node(line[i])
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if minetest.registered_nodes[node.name].walkable then
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return false
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end
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end
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end
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return true
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end
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local function movement_theta_pathfind(self, pos2, speed)
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creatura.register_movement_method("creatura:pathfind", function(self, pos2)
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-- Movement Data
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local pos = self.object:get_pos()
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local goal = pos2
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self._path = self._path or {}
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local temp_goal = self._movement_data.temp_goal
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if not temp_goal
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or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
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self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
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temp_goal = self._movement_data.temp_goal
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end
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if #self._path < 1 then
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self._path = creatura.find_theta_path(self, self.object:get_pos(), pos2, self.width, self.height, 500) or {}
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local movement_data = self._movement_data
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local waypoint = movement_data.waypoint
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local speed = movement_data.speed or 5
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local path = self._path
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if not path or #path < 2 then
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self._path = creatura.find_path(self, pos, pos2, self.width, self.height, 200) or {}
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else
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temp_goal = self._path[2] or self._path[1]
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if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
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waypoint = self._path[2]
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if self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
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-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
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table.remove(self._path, 1)
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end
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end
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goal.y = pos.y + 0.5
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local dir = vector.direction(self.object:get_pos(), pos2)
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local tyaw = minetest.dir_to_yaw(dir)
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local turn_rate = self.turn_rate or 10
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if temp_goal then
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dir = vector.direction(self.object:get_pos(), temp_goal)
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tyaw = minetest.dir_to_yaw(dir)
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if #self._path < 1
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and not self:is_pos_safe(temp_goal) then
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self:animate("walk")
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self:set_forward_velocity(0)
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self:halt()
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return
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end
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if not waypoint
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or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
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waypoint = creatura.get_next_move(self, pos2)
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self._movement_data.waypoint = waypoint
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end
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self:turn_to(tyaw, turn_rate)
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self:animate("walk")
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-- Turning
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local dir2waypoint = vec_dir(pos, pos2)
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if waypoint then
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dir2waypoint = vec_dir(pos, waypoint)
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end
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local yaw = self.object:get_yaw()
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local tgt_yaw = dir2yaw(dir2waypoint)
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local turn_rate = abs(self.turn_rate) or 5
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local yaw_diff = abs(diff(yaw, tgt_yaw))
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-- Moving
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self:set_gravity(-9.8)
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self:set_forward_velocity(speed or 2)
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if self:pos_in_box(goal) then
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self:halt()
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end
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end
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creatura.register_movement_method("creatura:theta_pathfind", movement_theta_pathfind)
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local function movement_pathfind(self, pos2, speed)
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local pos = self.object:get_pos()
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local goal = pos2
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local temp_goal = self._movement_data.temp_goal
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self._path = self._path or {}
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if (not temp_goal
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or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}))
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and #self._path < 1 then
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self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
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temp_goal = self._movement_data.temp_goal
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end
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if #self._path < 2 then
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self._path = creatura.find_path(self, self.object:get_pos(), pos2, self.width, self.height, 100) or {}
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if yaw_diff < pi * (turn_rate * 0.1) then
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self:animate(movement_data.anim or "walk")
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self:set_forward_velocity(speed)
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else
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temp_goal = self._path[2]
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if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
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table.remove(self._path, 1)
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end
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self:set_forward_velocity(speed * 0.5)
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turn_rate = turn_rate * 1.5
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end
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goal.y = pos.y + 0.5
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local dir = vector.direction(self.object:get_pos(), pos2)
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local tyaw = minetest.dir_to_yaw(dir)
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local turn_rate = self.turn_rate or 10
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if temp_goal then
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dir = vector.direction(self.object:get_pos(), temp_goal)
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tyaw = minetest.dir_to_yaw(dir)
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if #self._path < 2
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and not self:is_pos_safe(temp_goal) then
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self:animate("walk")
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self:set_forward_velocity(0)
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self:halt()
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return
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end
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end
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self:turn_to(tyaw, turn_rate)
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self:animate("walk")
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self:set_gravity(-9.8)
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self:set_forward_velocity(speed or 2)
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self:turn_to(tgt_yaw, turn_rate)
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if self:pos_in_box(pos2) then
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self:halt()
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end
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end
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end)
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creatura.register_movement_method("creatura:pathfind", movement_pathfind)
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creatura.register_movement_method("creatura:theta_pathfind", function(self, pos2)
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-- Movement Data
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local pos = self.object:get_pos()
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local movement_data = self._movement_data
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local waypoint = movement_data.waypoint
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local speed = movement_data.speed or 5
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local path = self._path
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if not path or #path < 1 then
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self._path = creatura.find_theta_path(self, pos, pos2, self.width, self.height, 300) or {}
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else
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waypoint = self._path[2] or self._path[1]
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if self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
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-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
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table.remove(self._path, 1)
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end
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end
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if not waypoint
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or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
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waypoint = creatura.get_next_move(self, pos2)
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self._movement_data.waypoint = waypoint
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end
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-- Turning
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local dir2waypoint = vec_dir(pos, pos2)
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if waypoint then
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dir2waypoint = vec_dir(pos, waypoint)
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end
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local yaw = self.object:get_yaw()
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local tgt_yaw = dir2yaw(dir2waypoint)
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local turn_rate = abs(self.turn_rate) or 5
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local yaw_diff = abs(diff(yaw, tgt_yaw))
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-- Moving
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self:set_gravity(-9.8)
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if yaw_diff < pi * (turn_rate * 0.1) then
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self:animate(movement_data.anim or "walk")
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self:set_forward_velocity(speed)
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else
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self:set_forward_velocity(speed * 0.5)
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turn_rate = turn_rate * 1.5
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end
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self:turn_to(tgt_yaw, turn_rate)
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if self:pos_in_box(pos2) then
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self:halt()
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end
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end)
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-- Neighbors
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creatura.register_movement_method("creatura:neighbors", function(self, pos2)
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-- Movement Data
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local pos = self.object:get_pos()
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local movement_data = self._movement_data
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local waypoint = movement_data.waypoint
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local speed = movement_data.speed or 5
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if not waypoint
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or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, clamp(self.width, 0.5, 1)) then
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-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
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waypoint = creatura.get_next_move(self, pos2)
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self._movement_data.waypoint = waypoint
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end
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-- Turning
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local dir2waypoint = vec_dir(pos, pos2)
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if waypoint then
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dir2waypoint = vec_dir(pos, waypoint)
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end
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local yaw = self.object:get_yaw()
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local tgt_yaw = dir2yaw(dir2waypoint)
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local turn_rate = self.turn_rate or 5
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local yaw_diff = abs(diff(yaw, tgt_yaw))
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-- Moving
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self:set_gravity(-9.8)
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if yaw_diff < pi * 0.25 then
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self:animate(movement_data.anim or "walk")
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self:set_forward_velocity(speed)
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else
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self:set_forward_velocity(speed * 0.5)
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turn_rate = turn_rate * 1.5
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end
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self:turn_to(tgt_yaw, turn_rate)
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if self:pos_in_box(pos2) then
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self:halt()
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end
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end)
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-- Obstacle Avoidance
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local function moveable(pos, width, height)
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local pos1 = {
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x = pos.x - (width + 0.2),
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y = pos.y,
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z = pos.z - (width + 0.2),
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}
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local pos2 = {
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x = pos.x + (width + 0.2),
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y = pos.y,
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z = pos.z + (width + 0.2),
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}
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for z = pos1.z, pos2.z do
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for x = pos1.x, pos2.x do
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local pos3 = {x = x, y = (pos.y + height), z = z}
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local pos4 = {x = x, y = pos.y, z = z}
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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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return false
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end
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end
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end
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end
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return true
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end
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local moveable = creatura.is_pos_moveable
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local function get_obstacle_avoidance(self, pos2)
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local pos = self.object:get_pos()
|
||||
|
@ -309,78 +303,38 @@ local function get_obstacle_avoidance(self, pos2)
|
|||
return pos2
|
||||
end
|
||||
|
||||
local function movement_obstacle_avoidance(self, pos2, speed)
|
||||
creatura.register_movement_method("creatura:obstacle_avoidance", function(self, pos2)
|
||||
-- Movement Data
|
||||
local pos = self.object:get_pos()
|
||||
local temp_goal = self._movement_data.temp_goal
|
||||
if not temp_goal
|
||||
or self:pos_in_box(temp_goal) then
|
||||
self._movement_data.temp_goal = get_obstacle_avoidance(self, pos2)
|
||||
temp_goal = self._movement_data.temp_goal
|
||||
if temp_goal then
|
||||
temp_goal.y = floor(pos.y + self.height * 0.5)
|
||||
end
|
||||
local movement_data = self._movement_data
|
||||
local waypoint = movement_data.waypoint
|
||||
local speed = movement_data.speed or 5
|
||||
if not waypoint
|
||||
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, clamp(self.width, 0.5, 1)) then
|
||||
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
|
||||
waypoint = get_obstacle_avoidance(self, pos2)
|
||||
self._movement_data.waypoint = waypoint
|
||||
end
|
||||
pos2.y = floor(pos2.y + 0.5)
|
||||
local dir = vector.direction(pos, pos2)
|
||||
local tyaw = minetest.dir_to_yaw(dir)
|
||||
local turn_rate = self.turn_rate or 10
|
||||
if temp_goal then
|
||||
dir = vector.direction(pos, temp_goal)
|
||||
tyaw = minetest.dir_to_yaw(dir)
|
||||
-- Turning
|
||||
local dir2waypoint = vec_dir(pos, pos2)
|
||||
if waypoint then
|
||||
dir2waypoint = vec_dir(pos, waypoint)
|
||||
end
|
||||
local turn_diff = abs(diff(self.object:get_yaw(), tyaw))
|
||||
self:turn_to(tyaw, turn_rate)
|
||||
self:animate("walk")
|
||||
self:set_gravity(-9.8)
|
||||
self:set_forward_velocity(speed - clamp(turn_diff, 0, speed * 0.66))
|
||||
if self:pos_in_box({x = pos2.x, y = pos.y + 0.1, z = pos2.z})
|
||||
or (temp_goal
|
||||
and not self:is_pos_safe(temp_goal)) then
|
||||
self:halt()
|
||||
end
|
||||
end
|
||||
|
||||
creatura.register_movement_method("creatura:obstacle_avoidance", movement_obstacle_avoidance)
|
||||
|
||||
-- Neighbors
|
||||
|
||||
local function movement_neighbors(self, pos2, speed)
|
||||
local pos = self.object:get_pos()
|
||||
local temp_goal = self._movement_data.temp_goal
|
||||
local width = clamp(self.width, 0.5, 1.5)
|
||||
if not temp_goal
|
||||
or self:pos_in_box(temp_goal) then
|
||||
self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
|
||||
temp_goal = self._movement_data.temp_goal
|
||||
end
|
||||
pos2.y = pos.y + self.height * 0.5
|
||||
local yaw = self.object:get_yaw()
|
||||
local dir = vector.direction(self.object:get_pos(), pos2)
|
||||
local tyaw = minetest.dir_to_yaw(dir)
|
||||
local turn_rate = self.turn_rate or 10
|
||||
if temp_goal then
|
||||
temp_goal.x = math.floor(temp_goal.x + 0.5)
|
||||
temp_goal.z = math.floor(temp_goal.z + 0.5)
|
||||
temp_goal.y = pos.y + self.height * 0.5
|
||||
dir = vector.direction(self.object:get_pos(), temp_goal)
|
||||
tyaw = minetest.dir_to_yaw(dir)
|
||||
if not self:is_pos_safe(temp_goal) then
|
||||
self:set_forward_velocity(0)
|
||||
self:halt()
|
||||
return
|
||||
end
|
||||
end
|
||||
local yaw_diff = abs(diff(yaw, tyaw))
|
||||
self:turn_to(tyaw, turn_rate)
|
||||
local tgt_yaw = dir2yaw(dir2waypoint)
|
||||
local turn_rate = self.turn_rate or 5
|
||||
local yaw_diff = abs(diff(yaw, tgt_yaw))
|
||||
-- Moving
|
||||
self:set_gravity(-9.8)
|
||||
if yaw_diff < pi then
|
||||
self:animate("walk")
|
||||
if yaw_diff < pi * 0.25 then
|
||||
self:animate(movement_data.anim or "walk")
|
||||
self:set_forward_velocity(speed)
|
||||
else
|
||||
self:set_forward_velocity(speed * 0.5)
|
||||
turn_rate = turn_rate * 1.5
|
||||
end
|
||||
self:turn_to(tgt_yaw, turn_rate)
|
||||
if self:pos_in_box(pos2) then
|
||||
self:halt()
|
||||
end
|
||||
end
|
||||
|
||||
creatura.register_movement_method("creatura:neighbors", movement_neighbors)
|
||||
|
||||
end)
|
21
mob_meta.lua
21
mob_meta.lua
|
@ -38,16 +38,6 @@ local function vec_raise(v, n)
|
|||
return {x = v.x, y = v.y + n, z = v.z}
|
||||
end
|
||||
|
||||
local function vec_compress(v)
|
||||
return {x = round(v.x, 2), y = round(v.y, 2), z = round(v.z, 2)}
|
||||
end
|
||||
|
||||
local function dist_2d(pos1, pos2)
|
||||
local a = vector.new(pos1.x, 0, pos1.z)
|
||||
local b = vector.new(pos2.x, 0, pos2.z)
|
||||
return vec_dist(a, b)
|
||||
end
|
||||
|
||||
local function fast_ray_sight(pos1, pos2)
|
||||
local ray = minetest.raycast(pos1, pos2, false, false)
|
||||
for pointed_thing in ray do
|
||||
|
@ -1243,6 +1233,17 @@ function creatura.register_mob(name, def)
|
|||
def.collisionbox = hitbox
|
||||
def._creatura_mob = true
|
||||
|
||||
def.sounds = def.sounds or {}
|
||||
|
||||
if not def.sounds.hit then
|
||||
def.sounds.hit = {
|
||||
name = "creatura_hit",
|
||||
gain = 0.5,
|
||||
distance = 16,
|
||||
variations = 3
|
||||
}
|
||||
end
|
||||
|
||||
def.on_activate = function(self, staticdata, dtime)
|
||||
return self:activate(staticdata, dtime)
|
||||
end
|
||||
|
|
|
@ -18,31 +18,7 @@ local function is_node_liquid(name)
|
|||
return def and def.drawtype == "liquid"
|
||||
end
|
||||
|
||||
local function moveable(pos, width, height)
|
||||
local pos1 = {
|
||||
x = pos.x - (width + 0.2),
|
||||
y = pos.y,
|
||||
z = pos.z - (width + 0.2),
|
||||
}
|
||||
local pos2 = {
|
||||
x = pos.x + (width + 0.2),
|
||||
y = pos.y,
|
||||
z = pos.z + (width + 0.2),
|
||||
}
|
||||
for z = pos1.z, pos2.z do
|
||||
for x = pos1.x, pos2.x do
|
||||
local pos3 = {x = x, y = pos.y + height, z = z}
|
||||
local pos4 = {x = x, y = pos.y, z = z}
|
||||
local ray = minetest.raycast(pos3, pos4, false, false)
|
||||
for pointed_thing in ray do
|
||||
if pointed_thing.type == "node" then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
local moveable = creatura.is_pos_moveable
|
||||
|
||||
local function get_ground_level(pos2, max_height)
|
||||
local node = minetest.get_node(pos2)
|
||||
|
|
Loading…
Add table
Reference in a new issue