mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-07-10 00:30:31 -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
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()
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@ -309,78 +303,38 @@ local function get_obstacle_avoidance(self, pos2)
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return pos2
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end
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local function movement_obstacle_avoidance(self, pos2, speed)
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creatura.register_movement_method("creatura:obstacle_avoidance", function(self, pos2)
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-- Movement Data
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local pos = self.object:get_pos()
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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(temp_goal) then
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self._movement_data.temp_goal = get_obstacle_avoidance(self, pos2)
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temp_goal = self._movement_data.temp_goal
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if temp_goal then
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temp_goal.y = floor(pos.y + self.height * 0.5)
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end
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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 = get_obstacle_avoidance(self, pos2)
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self._movement_data.waypoint = waypoint
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end
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pos2.y = floor(pos2.y + 0.5)
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local dir = vector.direction(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(pos, temp_goal)
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tyaw = minetest.dir_to_yaw(dir)
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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 turn_diff = abs(diff(self.object:get_yaw(), tyaw))
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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 - clamp(turn_diff, 0, speed * 0.66))
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if self:pos_in_box({x = pos2.x, y = pos.y + 0.1, z = pos2.z})
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or (temp_goal
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and not self:is_pos_safe(temp_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:obstacle_avoidance", movement_obstacle_avoidance)
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-- Neighbors
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local function movement_neighbors(self, pos2, speed)
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local pos = self.object:get_pos()
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local temp_goal = self._movement_data.temp_goal
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local width = clamp(self.width, 0.5, 1.5)
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if not temp_goal
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or self:pos_in_box(temp_goal) 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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pos2.y = pos.y + self.height * 0.5
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local yaw = self.object:get_yaw()
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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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temp_goal.x = math.floor(temp_goal.x + 0.5)
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temp_goal.z = math.floor(temp_goal.z + 0.5)
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temp_goal.y = pos.y + self.height * 0.5
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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 not self:is_pos_safe(temp_goal) then
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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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local yaw_diff = abs(diff(yaw, tyaw))
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self:turn_to(tyaw, turn_rate)
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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 then
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self:animate("walk")
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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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creatura.register_movement_method("creatura:neighbors", movement_neighbors)
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end)
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