mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-03-15 20:31:24 +00:00
390 lines
No EOL
12 KiB
Lua
390 lines
No EOL
12 KiB
Lua
-------------
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-- Methods --
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-------------
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local pi = math.pi
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local pi2 = pi * 2
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local abs = math.abs
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local floor = math.floor
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local random = math.random
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local rad = math.rad
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local sin = math.sin
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local cos = math.cos
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local function diff(a, b) -- Get difference between 2 angles
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return math.atan2(math.sin(b - a), math.cos(b - a))
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end
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local function clamp(val, min, max)
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if val < min then
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val = min
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elseif max < val then
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val = max
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end
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return val
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end
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local function vec_center(v)
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return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)}
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end
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local function vec_raise(v, n)
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return {x = v.x, y = v.y + n, z = v.z}
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end
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local vec_dir = vector.direction
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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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-- Local Utilities --
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---------------------
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local function get_collision(self, yaw)
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local width = self.width
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local height = self.height
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local pos = self.object:get_pos()
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pos.y = pos.y + 1
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local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), width + 5))
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for x = -width, width, width / math.ceil(width) do
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for y = 0, height, height / math.ceil(height) do
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local vec1 = {
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x = math.cos(yaw) * ((pos.x + x) - pos.x) + pos.x,
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y = pos.y + y,
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z = math.sin(yaw) * ((pos.x + x) - pos.x) + pos.z
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}
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local vec2 = {
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x = math.cos(yaw) * ((pos2.x + x) - pos2.x) + pos2.x,
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y = vec1.y,
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z = math.sin(yaw) * ((pos2.x + x) - pos2.x) + pos2.z
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}
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local ray = minetest.raycast(vec1, vec2, false, true)
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for pointed_thing in ray do
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if pointed_thing
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and pointed_thing.type == "node" then
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return true, pointed_thing.intersection_point
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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 false
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end
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-------------
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-- Actions --
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-------------
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-- Actions are more specific behaviors used
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-- to compose a Utility.
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-- Walk
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function creatura.action_walk(self, pos2, timeout, method, speed_factor, anim)
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local timer = timeout or 4
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local move_init = false
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local function func(self)
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if not pos2
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or (move_init
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and not self._movement_data.goal) then return true end
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local pos = self.object:get_pos()
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timer = timer - self.dtime
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if timer <= 0
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or self:pos_in_box({x = pos2.x, y = pos.y + 0.1, z = pos2.z}) then
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self:halt()
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return true
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end
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self:move(pos2, method or "creatura:neighbors", speed_factor or 0.5, anim)
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move_init = true
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end
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self:set_action(func)
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end
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function creatura.action_fly(self, pos2, timeout, method, speed_factor, anim)
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local timer = timeout or 4
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local move_init = false
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local function func(self)
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if not pos2
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or (move_init
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and not self._movement_data.goal) then return true end
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local pos = self.object:get_pos()
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timer = timer - self.dtime
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if timer <= 0
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or self:pos_in_box(pos2) then
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self:halt()
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return true
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end
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self:move(pos2, method, speed_factor or 0.5, anim)
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move_init = true
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end
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self:set_action(func)
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end
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-- Idle
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function creatura.action_idle(self, time, anim)
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local timer = time
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local function func(self)
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self:set_gravity(-9.8)
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self:halt()
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self:animate(anim or "stand")
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timer = timer - self.dtime
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if timer <= 0 then
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return true
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end
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end
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self:set_action(func)
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end
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-- Rotate on Z axis in random direction until 90 degree angle is reached
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function creatura.action_fallover(self)
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local zrot = 0
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local init = false
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local dir = 1
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local function func(self)
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if not init then
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self:animate("stand")
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if random(2) < 2 then
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dir = -1
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end
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init = true
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end
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local rot = self.object:get_rotation()
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local goal = (pi * 0.5) * dir
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local dif = abs(rot.z - goal)
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zrot = rot.z + (dif * dir) * 0.15
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self.object:set_rotation({x = rot.x, y = rot.y, z = zrot})
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if (dir > 0 and zrot >= goal)
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or (dir < 0 and zrot <= goal) then return true end
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end
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self:set_action(func)
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end
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----------------------
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-- Movement Methods --
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----------------------
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-- Pathfinding
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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 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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if get_collision(self, dir2yaw(vec_dir(pos, pos2))) then
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self._path = creatura.find_path(self, pos, pos2, self.width, self.height, 200) or {}
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end
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else
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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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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: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:animate(movement_data.anim or "walk")
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self:turn_to(tgt_yaw, turn_rate)
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if self:pos_in_box(pos2)
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or (waypoint
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and not self:is_pos_safe(waypoint)) 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", 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: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:animate(movement_data.anim or "walk")
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self:turn_to(tgt_yaw, turn_rate)
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if self:pos_in_box(pos2)
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or (waypoint
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and not self:is_pos_safe(waypoint)) 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 = 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 * 0.25 then
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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:animate(movement_data.anim or "walk")
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self:turn_to(tgt_yaw, turn_rate)
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if self:pos_in_box(pos2)
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or (waypoint
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and not self:is_pos_safe(waypoint)) 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 get_obstacle_avoidance(self, goal)
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local width = self.width
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local height = self.height
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local pos = self.object:get_pos()
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pos.y = pos.y + 1
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local yaw2goal = dir2yaw(vec_dir(pos, goal))
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local outset = vec_add(pos, vec_multi(yaw2dir(yaw2goal), width))
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local collide, col_pos = get_collision(self, yaw2goal)
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local avd_pos
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if collide then
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for i = 45, 180, 45 do
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angle = rad(i)
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dir = vec_multi(yaw2dir(yaw2goal + angle), width)
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avd_pos = vec_center(vec_add(pos, dir))
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if not get_collision(self, yaw2goal) then
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break
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end
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angle = -rad(i)
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dir = vec_multi(yaw2dir(yaw2goal + angle), width)
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avd_pos = vec_center(vec_add(pos, dir))
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if not get_collision(self, yaw2goal) then
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break
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end
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end
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if col_pos.y - (pos.y + height * 0.5) > 1 then
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avd_pos.y = avd_pos.y - 3
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elseif (pos.y + height * 0.5) - col_pos.y > 1 then
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avd_pos.y = avd_pos.y + 3
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end
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end
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return avd_pos
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end
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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 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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-- 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 * 0.25 then
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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:animate(movement_data.anim or "walk")
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self:turn_to(tgt_yaw, turn_rate)
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if self:pos_in_box(pos2)
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or (waypoint
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and not self:is_pos_safe(waypoint)) then
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self:halt()
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end
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end) |