mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-03-15 12:21:24 +00:00
618 lines
18 KiB
Lua
618 lines
18 KiB
Lua
-------------
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-- Methods --
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-------------
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local pi = math.pi
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local abs = math.abs
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local ceil = math.ceil
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local random = math.random
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local atan2 = math.atan2
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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 atan2(sin(b - a), 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 vec_add = vector.add
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local vec_normal = vector.normalize
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local vec_len = vector.length
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local vec_dist = vector.distance
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local vec_dir = vector.direction
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local vec_dot = vector.dot
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local vec_multi = vector.multiply
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local vec_sub = vector.subtract
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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 0.1,
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glow = 16,
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size = 24
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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 get_node_def = creatura.get_node_def
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--local get_node_height = creatura.get_node_height_from_def
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function creatura.get_collision(self, dir, range)
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local pos, yaw = self.object:get_pos(), self.object:get_yaw()
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if not pos then return end
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local width, height = self.width, self.height
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local y_offset = math.min(height, self.stepheight)
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local center_y = pos.y + height * 0.5
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dir = vec_normal(dir or yaw2dir(yaw))
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yaw = dir2yaw(dir)
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pos = {
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x = pos.x + dir.x * width,
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y = pos.y + y_offset,
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z = pos.z + dir.z * width
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}
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local cos_yaw = cos(yaw)
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local sin_yaw = sin(yaw)
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local pos_x, pos_y, pos_z = pos.x, pos.y, pos.z
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local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
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local pos2
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local pos2_def
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local collision
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local danger = 0
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for _ = 0, range or 4 do
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pos_x = pos_x + dir_x
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pos_y = pos_y + dir_y
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pos_z = pos_z + dir_z
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for x = -width, width, width / ceil(width) do
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pos2 = {
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x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
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y = pos_y,
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z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
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}
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local height_step = height / ceil(height)
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for y = height, 0, -height_step do
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pos2.y = pos_y + y
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pos2_def = creatura.get_node_def(pos2)
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if pos2_def.walkable then
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local dist_score = ((height * 0.5) - abs(center_y - pos2.y)) / (height * 0.5)
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local dot_score = vec_dot(dir, vec_dir(pos, pos2))
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local total_score = dist_score + dot_score
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if total_score > danger then
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danger = total_score
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collision = pos2
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end
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end
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end
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end
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if collision then return collision end
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end
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end
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creatura.get_collision_ranged = creatura.get_collision
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local get_collision = creatura.get_collision
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local function get_avoidance_dir(self)
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local pos = self.object:get_pos()
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if not pos then return end
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local _, col_pos = get_collision(self)
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if col_pos then
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local vel = self.object:get_velocity()
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vel.y = 0
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local vel_len = vec_len(vel) * (1 + (self.step_delay or 0))
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local ahead = vec_add(pos, vec_normal(vel))
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local avoidance_force = vec_sub(ahead, col_pos)
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avoidance_force.y = 0
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avoidance_force = vec_multi(vec_normal(avoidance_force), (vel_len > 1 and vel_len) or 1)
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return vec_dir(pos, vec_add(ahead, avoidance_force))
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end
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end
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local function get_collision_single(pos, water)
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local pos2 = {x = pos.x, y = pos.y, z = pos.z}
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local n_def = get_node_def(pos2)
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if n_def.walkable
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or (water and (n_def.groups.liquid or 0) > 0) then
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pos2.y = pos.y + 1
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n_def = get_node_def(pos2)
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local col_max = n_def.walkable or (water and (n_def.groups.liquid or 0) > 0)
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pos2.y = pos.y - 1
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local col_min = col_max and (n_def.walkable or (water and (n_def.groups.liquid or 0) > 0))
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if col_min then
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return pos
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else
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pos2.y = pos.y + 1
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return pos2
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end
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end
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end
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----------------------------
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-- Context Based Steering --
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----------------------------
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local steer_directions = {
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vec_normal({x = 1, y = 0, z = 0}),
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vec_normal({x = 1, y = 0, z = 1}),
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vec_normal({x = 0, y = 0, z = 1}),
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vec_normal({x = -1, y = 0, z = 0}),
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vec_normal({x = -1, y = 0, z = -1}),
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vec_normal({x = 0, y = 0, z = -1}),
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vec_normal({x = 1, y = 0, z = -1}),
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vec_normal({x = -1, y = 0, z = 1})
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}
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-- Context Methods
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function creatura.get_context_default(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local width, height = self.width, self.height
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local y_offset = math.min(self.stepheight or height)
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pos.y = pos.y + y_offset
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local collision
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local ray = minetest.raycast(pos, vec_add(pos, vec_multi(steer_dir, width + range)), false, false)
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local pointed = ray:next()
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if pointed
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and pointed.type == "node"
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and creatura.get_node_def(pointed.under).walkable then
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collision = pointed.under
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end
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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function creatura.get_context_large(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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local width, height = self.width, self.height
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local y_offset = math.min(self.stepheight or height)
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pos.y = pos.y + y_offset
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local collision = creatura.get_collision(self, steer_dir, range)
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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function creatura.get_context_small(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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pos = vector.round(pos)
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local width = self.width
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local collision = get_collision_single(vec_add(pos, steer_dir))
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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function creatura.get_context_small_aquatic(self, goal, steer_dir, interest, danger, range)
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local pos = self.object:get_pos()
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if not pos then return end
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pos = vector.round(pos)
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local width = self.width
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local collision = get_collision_single(vec_add(pos, steer_dir), true)
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if collision then
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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local dot_score = vec_dot(dir2col, dir2goal)
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local dist_score = (range - dist2col) / range
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interest = interest - dot_score
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danger = dist_score
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end
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return interest, danger
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end
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-- Calculate Steering
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function creatura.calc_steering(self, goal, get_context, range)
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if not goal then return end
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get_context = get_context or creatura.get_context_default
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local pos, yaw = self.object:get_pos(), self.object:get_yaw()
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if not pos or not yaw then return end
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range = math.max(range or 2, 2)
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local output_dir = {x = 0, y = dir2goal.y, z = 0}
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-- Cached variables
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local dir
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for _, _dir in ipairs(steer_directions) do
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dir = {x = _dir.x, y = dir2goal.y, z = _dir.z}
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local score = vec_dot(dir2goal, dir)
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local interest = clamp(score, 0, 1)
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local danger = 0
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if interest > 0 then -- Direction is within 90 degrees of goal
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interest, danger = get_context(self, goal, dir, interest, danger, range)
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end
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score = interest - danger
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output_dir = vector.add(output_dir, vector.multiply(dir, score))
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end
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return vec_normal(output_dir)
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end
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-- DEPRECATED
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function creatura.get_context_steering(self, goal, range, water)
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local context = creatura.get_context_default
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local width, height = self.width, self.height
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if width > 0.5
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or height > 1 then
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context = creatura.get_context_large
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elseif water then
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context = creatura.get_context_small_aquatic
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end
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return creatura.calc_steering(self, goal, context, range)
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end
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--[[function creatura.get_context_steering(self, goal, range, water)
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if not goal then return end
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local pos, yaw = self.object:get_pos(), self.object:get_yaw()
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if not pos or not yaw then return end
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range = range or 8; if range < 2 then range = 2 end
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local width, height = self.width, self.height
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local dir2goal = vec_normal(vec_dir(pos, goal))
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local output_dir = {x = 0, y = dir2goal.y, z = 0}
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pos.y = (pos.y + height * 0.5)
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local collision
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local dir2col
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local dir
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for _, _dir in ipairs(steer_directions) do
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dir = {x = _dir.x, y = 0, z = _dir.z}
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local score = vec_dot(dir2goal, dir)
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local interest = clamp(score, 0, 1)
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local danger = 0
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if interest > 0 then
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if width <= 0.5
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and height <= 1 then
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collision = get_collision_single(vec_add(pos, dir), water)
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else
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_, collision = creatura.get_collision_ranged(self, dir, range, water)
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end
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if collision then
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dir2col = vec_normal(vec_dir(pos, collision))
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local dist2col = vec_dist(pos, collision) - width
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dir.y = ((dir2col.y * -1) + dir2goal.y * 1.5) / 2
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local dot_weight = vec_dot(dir2col, dir2goal)
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local dist_weight = (range - dist2col) / range
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interest = interest - dot_weight
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danger = dist_weight
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end
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end
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score = interest - danger
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output_dir = vector.add(output_dir, vector.multiply(dir, score))
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end
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return vec_normal(output_dir)
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end
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]]
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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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-- Move
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function creatura.action_move(self, pos2, timeout, method, speed_factor, anim)
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local timer = timeout or 4
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local function func(_self)
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timer = timer - _self.dtime
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self:animate(anim or "walk")
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local safe = true
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if _self.max_fall
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and _self.max_fall > 0 then
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local pos = self.object:get_pos()
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if not pos then return end
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safe = _self:is_pos_safe(pos2)
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end
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if timer <= 0
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or not safe
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or _self:move_to(pos2, method or "creatura:obstacle_avoidance", speed_factor or 0.5) 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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creatura.action_walk = creatura.action_move -- Support for outdated versions
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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 rot = self.object:get_rotation()
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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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rot = _self.object:get_rotation()
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local goal = (pi * 0.5) * dir
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local step = _self.dtime
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if step > 0.5 then step = 0.5 end
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zrot = zrot + (pi * dir) * step
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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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local function trim_path(pos, path)
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if #path < 2 then return end
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local trim = false
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local closest
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for i = #path, 1, -1 do
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if not path[i] then break end
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if (closest
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and vec_dist(pos, path[i]) > vec_dist(pos, path[closest]))
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or trim then
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table.remove(path, i)
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trim = true
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else
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closest = i
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end
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end
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return path
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end
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creatura.register_movement_method("creatura:theta_pathfind", function(self)
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local path = {}
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local box = clamp(self.width, 0.5, 1.5)
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local function func(_self, goal, speed_factor)
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local pos = _self.object:get_pos()
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if not pos then return end
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pos.y = pos.y + 0.5
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-- Return true when goal is reached
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if vec_dist(pos, goal) < box * 1.33 then
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_self:halt()
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return true
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end
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self:set_gravity(-9.8)
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-- Get movement direction
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local steer_to = get_avoidance_dir(_self, goal)
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local goal_dir = vec_dir(pos, goal)
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if steer_to then
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goal_dir = steer_to
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if #path < 1 then
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path = creatura.find_theta_path(_self, pos, goal, _self.width, _self.height, 300) or {}
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end
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end
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if #path > 0 then
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goal_dir = vec_dir(pos, path[2] or path[1])
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if vec_dist(pos, path[1]) < box then
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table.remove(path, 1)
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end
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end
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local yaw = _self.object:get_yaw()
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local goal_yaw = dir2yaw(goal_dir)
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local speed = abs(_self.speed or 2) * speed_factor or 0.5
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local turn_rate = abs(_self.turn_rate or 5)
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-- Movement
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local yaw_diff = abs(diff(yaw, goal_yaw))
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if yaw_diff < pi * 0.25
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or steer_to then
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_self:set_forward_velocity(speed)
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else
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_self:set_forward_velocity(speed * 0.33)
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end
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if yaw_diff > 0.1 then
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_self:turn_to(goal_yaw, turn_rate)
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end
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end
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return func
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end)
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creatura.register_movement_method("creatura:pathfind", function(self)
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local path = {}
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local steer_to
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local steer_int = 0
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self:set_gravity(-9.8)
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local function func(_self, goal, speed_factor)
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local pos = _self.object:get_pos()
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if not pos or not goal then return end
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if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
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_self:halt()
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return true
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end
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-- Calculate Movement
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local turn_rate = abs(_self.turn_rate or 5)
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local speed = abs(_self.speed or 2) * speed_factor or 0.5
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steer_int = (not steer_to and steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
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steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
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if steer_to then
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path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
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if #path > 0 then
|
|
steer_to = vec_dir(pos, path[2] or path[1])
|
|
end
|
|
end
|
|
-- Apply Movement
|
|
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
|
_self:set_forward_velocity(speed)
|
|
end
|
|
return func
|
|
end)
|
|
|
|
-- Steering
|
|
|
|
creatura.register_movement_method("creatura:steer_small", function(self)
|
|
local steer_to
|
|
local steer_int = 0
|
|
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
|
|
steer_int = (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
|
|
-- Apply Movement
|
|
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
|
_self:set_forward_velocity(speed)
|
|
end
|
|
return func
|
|
end)
|
|
|
|
creatura.register_movement_method("creatura:steer_large", function(self)
|
|
local steer_to
|
|
local steer_int = 0
|
|
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
|
|
steer_int = (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, creatura.get_context_large)) or steer_to
|
|
-- Apply Movement
|
|
_self:turn_to(dir2yaw(steer_to or 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)
|
|
local steer_to
|
|
local steer_int = 0
|
|
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
|
|
steer_int = (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, creatura.get_context_large)) or steer_to
|
|
-- Apply Movement
|
|
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
|
|
_self:set_forward_velocity(speed)
|
|
end
|
|
return func
|
|
end)
|
|
|
|
creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
|
|
local box = clamp(self.width, 0.5, 1.5)
|
|
local steer_to
|
|
local steer_timer = 0.25
|
|
local function func(_self, goal, speed_factor)
|
|
local pos = _self.object:get_pos()
|
|
if not pos then return end
|
|
self:set_gravity(-9.8)
|
|
-- Return true when goal is reached
|
|
if vec_dist(pos, goal) < box * 1.33 then
|
|
_self:halt()
|
|
return true
|
|
end
|
|
steer_timer = (steer_timer > 0 and steer_timer - _self.dtime) or 0.25
|
|
-- Get movement direction
|
|
steer_to = (steer_timer > 0 and steer_to) or (steer_timer <= 0 and get_avoidance_dir(_self))
|
|
local goal_dir = steer_to or vec_dir(pos, goal)
|
|
pos.y = pos.y + goal_dir.y
|
|
local yaw = _self.object:get_yaw()
|
|
local goal_yaw = dir2yaw(goal_dir)
|
|
local speed = abs(_self.speed or 2) * speed_factor or 0.5
|
|
local turn_rate = abs(_self.turn_rate or 5)
|
|
-- Movement
|
|
local yaw_diff = abs(diff(yaw, goal_yaw))
|
|
if yaw_diff < pi * 0.25
|
|
or steer_to then
|
|
_self:set_forward_velocity(speed)
|
|
else
|
|
_self:set_forward_velocity(speed * 0.33)
|
|
end
|
|
_self:turn_to(goal_yaw, turn_rate)
|
|
end
|
|
return func
|
|
end)
|
|
|
|
|