Improved obstacle avoidance, bug fixes

This commit is contained in:
ElCeejo 2023-01-26 14:35:09 -08:00
parent 745f7b7f30
commit e4c5abe3c9
3 changed files with 132 additions and 80 deletions

View file

@ -5,6 +5,7 @@
local pi = math.pi
local abs = math.abs
local ceil = math.ceil
local max = math.max
local random = math.random
local atan2 = math.atan2
local sin = math.sin
@ -54,56 +55,54 @@ local get_node_def = creatura.get_node_def
function creatura.get_collision(self, dir, range)
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
if not pos then return end
local width, height = self.width, self.height
local y_offset = math.min(height, self.stepheight)
local center_y = pos.y + height * 0.5
dir = vec_normal(dir or yaw2dir(yaw))
yaw = dir2yaw(dir)
pos = {
x = pos.x + dir.x * width,
y = pos.y + y_offset,
z = pos.z + dir.z * width
}
local width, height = self.width or 0.5, self.height or 1
dir = dir or yaw2dir(yaw)
pos.x = pos.x + dir.x * width
pos.z = pos.z + dir.z * width
local cos_yaw = cos(yaw)
local sin_yaw = sin(yaw)
local width_i = width / ceil(width)
local height_i = height / ceil(height)
local pos_x, pos_y, pos_z = pos.x, pos.y, pos.z
local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
local pos2
local pos2_def
local pos2 = {x = pos_x, y = pos_y, z = pos_z}
local collision
local danger = 0
for _ = 0, range or 4 do
pos.y = pos.y + height * 0.5
range = range or 4
local low_score
for _ = 0, range do
if collision then return collision end
pos_x = pos_x + dir_x
pos_y = pos_y + dir_y
pos_z = pos_z + dir_z
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
}
pos2.y = pos_y
for x = -width, width, width_i do
pos2.x = cos_yaw * ((pos_x + x) - pos_x) + pos_x
pos2.z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
local height_step = height / ceil(height)
for y = height, 0, -height_step do
for y = height, 0, -height_i do
if y < self.stepheight or 1.1 then break end
pos2.y = pos_y + y
pos2_def = creatura.get_node_def(pos2)
if pos2_def.walkable then
local dist_score = ((height * 0.5) - abs(center_y - pos2.y)) / (height * 0.5)
local dot_score = vec_dot(dir, vec_dir(pos, pos2))
local total_score = dist_score + dot_score
if total_score > danger then
danger = total_score
if get_node_def(pos2).walkable then
local score = abs(pos.y - pos2.y) * vec_dot(dir, vec_dir(pos, pos2))
if not low_score
or score < low_score then
low_score = score
collision = pos2
end
end
end
end
if collision then return collision end
end
end
@ -146,6 +145,80 @@ local function get_collision_single(pos, water)
end
end
function creatura.get_avoidance_lift(self, pos2, range)
range = ceil(max(range or 1, 0.5))
local height_half = (self.height or 1) * 0.5
local center_y = pos2.y + height_half
local check_pos = {x = pos2.x, y = center_y, z = pos2.z}
-- Find ceiling and floor collisions
local ceil_pos
local floor_pos
for i = 1, range, 0.5 do -- 0.5 increment increases accuracy
if ceil_pos and floor_pos then break end
check_pos.y = center_y + i
if not ceil_pos
and creatura.get_node_def(check_pos).walkable then
ceil_pos = check_pos
end
check_pos.y = center_y - i
if not floor_pos
and creatura.get_node_def(check_pos).walkable then
floor_pos = check_pos
end
end
-- Calculate direction to average point of collisions
check_pos.y = center_y
local offset = {x = 0, y = height_half + range, z = 0}
if not ceil_pos then ceil_pos = vec_add(check_pos, offset) end
if not floor_pos then floor_pos = vec_sub(check_pos, offset) end
local dist_up = ceil_pos.y - center_y
local dist_down = floor_pos.y - center_y
local altitude = (dist_up + dist_down) / 2
return ((check_pos.y + altitude) - center_y) / range * 2
end
function creatura.get_avoidance_lift_aquatic(self, pos2, range)
range = ceil(max(range or 1, 0.5))
local height_half = (self.height or 1) * 0.5
local center_y = pos2.y + height_half
local check_pos = {x = pos2.x, y = center_y, z = pos2.z}
-- Find ceiling and floor collisions
local ceil_pos
local floor_pos
for i = 1, range, 0.5 do -- 0.5 increment increases accuracy
if ceil_pos and floor_pos then break end
check_pos.y = center_y + i
if not ceil_pos
and minetest.get_item_group(creatura.get_node_def(check_pos).name, "liquid") < 1 then
ceil_pos = check_pos
end
check_pos.y = center_y - i
if not floor_pos
and minetest.get_item_group(creatura.get_node_def(check_pos).name, "liquid") < 1 then
floor_pos = check_pos
end
end
-- Calculate direction to average point of collisions
check_pos.y = center_y
local offset = {x = 0, y = height_half + range, z = 0}
if not ceil_pos then ceil_pos = vec_add(check_pos, offset) end
if not floor_pos then floor_pos = vec_sub(check_pos, offset) end
local dist_up = ceil_pos.y - center_y
local dist_down = floor_pos.y - center_y
local altitude = (dist_up + dist_down) / 2
return ((check_pos.y + altitude) - center_y) / range * 2
end
----------------------------
-- Context Based Steering --
----------------------------
@ -166,8 +239,8 @@ local steer_directions = {
function creatura.get_context_default(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
local width, height = self.width, self.height
local y_offset = math.min(self.stepheight or height)
local width, height = self.width or 0.5, self.height or 1
local y_offset = math.min(self.stepheight or 1.1, height)
pos.y = pos.y + y_offset
local collision
@ -194,7 +267,7 @@ end
function creatura.get_context_large(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
local width, height = self.width, self.height
local width, height = self.width or 0.5, self.height or 1
local y_offset = math.min(self.stepheight or height)
pos.y = pos.y + y_offset
local collision = creatura.get_collision(self, steer_dir, range)
@ -215,7 +288,7 @@ function creatura.get_context_small(self, goal, steer_dir, interest, danger, ran
local pos = self.object:get_pos()
if not pos then return end
pos = vector.round(pos)
local width = self.width
local width = self.width or 0.5
local collision = get_collision_single(vec_add(pos, steer_dir))
if collision then
@ -234,8 +307,9 @@ function creatura.get_context_small_aquatic(self, goal, steer_dir, interest, dan
local pos = self.object:get_pos()
if not pos then return end
pos = vector.round(pos)
local width = self.width
local collision = get_collision_single(vec_add(pos, steer_dir), true)
local width = self.width or 0.5
local pos2 = vec_add(pos, steer_dir)
local collision = minetest.get_item_group(get_node_def(pos2).name, "liquid") < 1 and pos2
if collision then
local dir2goal = vec_normal(vec_dir(pos, goal))
@ -290,47 +364,6 @@ function creatura.get_context_steering(self, goal, range, water)
return creatura.calc_steering(self, goal, context, range)
end
--[[function creatura.get_context_steering(self, goal, range, water)
if not goal then return end
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 = dir2goal.y, 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), water)
else
_, collision = creatura.get_collision_ranged(self, dir, range, water)
end
if collision then
dir2col = vec_normal(vec_dir(pos, collision))
local dist2col = vec_dist(pos, collision) - width
dir.y = ((dir2col.y * -1) + dir2goal.y * 1.5) / 2
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 vec_normal(output_dir)
end
]]
-------------
-- Actions --
-------------
@ -495,10 +528,9 @@ creatura.register_movement_method("creatura:pathfind", function(self)
steer_int = (not steer_to and steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
if steer_to then
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
if #path > 0 then
steer_to = vec_dir(pos, path[2] or path[1])
else
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
end
end
-- Apply Movement
@ -556,6 +588,25 @@ creatura.register_movement_method("creatura:steer_large", function(self)
return func
end)
creatura.register_movement_method("creatura:walk_simple", function(self)
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos or not goal then return end
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
_self:halt()
return true
end
-- Calculate Movement
local turn_rate = abs(_self.turn_rate or 5)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
-- Apply Movement
_self:turn_to(dir2yaw(vec_dir(pos, goal)), turn_rate)
_self:set_forward_velocity(speed)
end
return func
end)
-- Deprecated
creatura.register_movement_method("creatura:context_based_steering", function(self)

View file

@ -861,6 +861,7 @@ function mob:staticdata()
data.perm_data = self.perm_data
data.hp = self.hp or self.max_health
data.texture_no = self.texture_no or random(#self.textures)
data.mesh_no = self.mesh_no or (self.meshes and random(#self.meshes))
return minetest.serialize(data)
end

View file

@ -116,7 +116,7 @@ function creatura.register_spawn_item(name, def)
return itemstack
end
end
minetest.register_craftitem(mod_name .. ":spawn_" .. mob_name, def)
minetest.register_craftitem(def.itemstring or (mod_name .. ":spawn_" .. mob_name), def)
end
function creatura.register_mob_spawn(name, def)