creatura/methods.lua
2022-10-14 20:07:51 -07:00

596 lines
17 KiB
Lua

-------------
-- Methods --
-------------
local pi = math.pi
local abs = math.abs
local ceil = math.ceil
local random = math.random
local atan2 = math.atan2
local sin = math.sin
local cos = math.cos
local function diff(a, b) -- Get difference between 2 angles
return atan2(sin(b - a), cos(b - a))
end
local function clamp(val, _min, _max)
if val < _min then
val = _min
elseif _max < val then
val = _max
end
return val
end
local vec_add = vector.add
local vec_normal = vector.normalize
local vec_len = vector.length
local vec_dist = vector.distance
local vec_dir = vector.direction
local vec_dot = vector.dot
local vec_multi = vector.multiply
local vec_sub = vector.subtract
local yaw2dir = minetest.yaw_to_dir
local dir2yaw = minetest.dir_to_yaw
--[[local function debugpart(pos, time, tex)
minetest.add_particle({
pos = pos,
texture = tex or "creatura_particle_red.png",
expirationtime = time or 0.1,
glow = 16,
size = 24
})
end]]
---------------------
-- Local Utilities --
---------------------
--[[local function raycast(pos1, pos2, liquid)
local ray = minetest.raycast(pos1, pos2, false, liquid or false)
local col = ray:next()
while col do
if col.type == "node"
and creatura.get_node_def(col.under).walkable then
return col
end
col = ray:next()
end
end]]
--[[local function get_collision(self, yaw)
local width = self.width
local height = self.height
local total_height = height + self.stepheight
local pos = self.object:get_pos()
if not pos then return end
pos.y = pos.y + 0.1
local speed = abs(vec_len(self.object:get_velocity()))
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), (width + 0.5) * ((speed > 1 and speed) or 1)))
-- Localize for performance
local pos_x, pos_z = pos.x, pos.z
local pos2_x, pos2_z = pos2.x, pos2.z
for x = -width, width, width / ceil(width) do
local step_flag = false
for y = 0, total_height, total_height / ceil(total_height) do
if y > height
and not step_flag then -- if we don't have to step up, no need to check if step is clear
break
end
local vec1 = {
x = cos(yaw) * ((pos_x + x) - pos_x) + pos_x,
y = pos.y + y,
z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
}
local vec2 = {
x = cos(yaw) * ((pos2_x + x) - pos2_x) + pos2_x,
y = vec1.y,
z = sin(yaw) * ((pos2_x + x) - pos2_x) + pos2_z
}
local ray = raycast(vec1, vec2, true)
if ray then
if y > (self.stepheight or 1.1)
or y > height then
return true, ray.intersection_point
else
step_flag = true
end
end
end
end
return false
end]]
local get_node_def = creatura.get_node_def
--local get_node_height = creatura.get_node_height_from_def
function creatura.get_collision_ranged(self, dir, range, water)
local pos, yaw = self.object:get_pos(), self.object:get_yaw()
if not pos then return end
local width = self.width + 0.1
local height = self.height + self.stepheight
pos.y = pos.y + 0.01
dir = vec_normal(dir or yaw2dir(yaw))
yaw = dir2yaw(dir)
local outset = math.floor(width)
if outset < 0.5 then outset = 0.5 end
local ahead = vec_add(pos, vec_multi(dir, outset))
local height_half = self.height * 0.5
local center_y = pos.y + height_half
-- Loop
local n_def
local cos_yaw = cos(yaw)
local sin_yaw = sin(yaw)
local pos_x, pos_y, pos_z = ahead.x, ahead.y, ahead.z
local dir_x, dir_y, dir_z = dir.x, dir.y, dir.z
local danger = 0
local collision
for _ = 0, range or 4 do
pos_x = pos_x + dir_x
pos_y = pos_y + dir_y
pos_z = pos_z + dir_z
local pos2
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
}
local step_flag = false
for y = 0, height, height / ceil(height) do
if y > self.height
and not step_flag then
break
end
pos2.y = pos_y + y
n_def = get_node_def(pos2)
if n_def.walkable
or (water and (n_def.groups.liquid or 0) > 0) then
if pos2.y - pos_y > (self.stepheight or 1.1) then
local dist_dngr = (height_half - abs(center_y - pos2.y)) / height_half
local field_dngr = vec_dot(dir, vec_normal(vec_dir(pos, pos2)))
local ttl_dngr = dist_dngr + field_dngr
if ttl_dngr > danger then
danger = ttl_dngr
collision = pos2
end
else
step_flag = true
end
end
end
end
if collision then return true, collision end
end
return false
end
function creatura.get_collision(self)
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
if not pos then return end
local width = self.width
local height = self.height
pos.y = pos.y + 0.01
local m_dir = vec_normal(yaw2dir(yaw))
local ahead = vec_add(pos, vec_multi(m_dir, width + 1)) -- 1 node out from edge of box
-- Loop
local cos_yaw = cos(yaw)
local sin_yaw = sin(yaw)
local pos_x, pos_z = ahead.x, ahead.z
for x = -width, width, width / ceil(width) do
local pos2 = {
x = cos_yaw * ((pos_x + x) - pos_x) + pos_x,
y = pos.y,
z = sin_yaw * ((pos_x + x) - pos_x) + pos_z
}
for y = 0, height, height / ceil(height) do
pos2.y = pos.y + y
if pos2.y - pos.y > (self.stepheight or 1.1)
and get_node_def(pos2).walkable then
return true, pos2
end
end
end
return false
end
local get_collision = creatura.get_collision
local function get_avoidance_dir(self)
local pos = self.object:get_pos()
if not pos then return end
local _, col_pos = get_collision(self)
if col_pos then
local vel = self.object:get_velocity()
vel.y = 0
local vel_len = vec_len(vel) * (1 + (self.step_delay or 0))
local ahead = vec_add(pos, vec_normal(vel))
local avoidance_force = vec_sub(ahead, col_pos)
avoidance_force.y = 0
avoidance_force = vec_multi(vec_normal(avoidance_force), (vel_len > 1 and vel_len) or 1)
return vec_dir(pos, vec_add(ahead, avoidance_force))
end
end
local steer_directions = {
vec_normal({x = 1, y = 0, z = 0}),
vec_normal({x = 1, y = 0, z = 1}),
vec_normal({x = 0, y = 0, z = 1}),
vec_normal({x = -1, y = 0, z = 0}),
vec_normal({x = -1, y = 0, z = -1}),
vec_normal({x = 0, y = 0, z = -1}),
vec_normal({x = 1, y = 0, z = -1}),
vec_normal({x = -1, y = 0, z = 1})
}
--[[function creatura.get_context_steering(self, goal, range)
local pos, vel = self.object:get_pos(), self.object:get_velocity()
if not pos then return end
local heading = vec_normal(vel)
local dir2goal = vec_normal(vec_dir(pos, goal))
local output_dir = {x = 0, y = dir2goal.y, z = 0}
range = range or 8
if range < 2 then range = 2 end
for _, _dir in ipairs(steer_directions) do
local dir = table.copy(_dir)
local score = vec_dot(dir2goal, dir)
local interest = clamp(score, 0, 1)
local danger = 0
if interest >= 0 then
local width = self.width
local height = self.height
local collision
if width <= 0.5
and height <= 1 then
local pos2 = vec_add(pos, dir)
local pos2_name = minetest.get_node(pos2).name
collision = get_node_height(pos2_name) > self.stepheight and pos2
if not collision then
local above = {x = pos2.x, y = pos2.y + 1, z = pos2.z}
collision = get_node_def(above).walkable and pos2
end
else
local s_range = range * clamp(interest, 0.5, 1)
_, collision = creatura.get_collision_ranged(self, dir, s_range)
end
if collision then
local dir2col = vec_dir(pos, collision)
local dist2col = vec_dist(pos, collision) - self.width
local ahead = vec_add(pos, vec_multi(heading, self.width + dist2col))
local avd_force = vec_normal(vec_sub(ahead, collision))
dir.y = avd_force.y / 4
local dot_weight = vec_dot(vec_normal(dir2col), dir2goal)
local dist_weight = (range - dist2col) / range
interest = interest - dot_weight
danger = dist_weight
end
end
score = clamp(interest - danger, 0, 1)
output_dir = vector.add(output_dir, vector.multiply(dir, score))
end
return output_dir
end]]
local function get_collision_single(pos, water)
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
local n_def = get_node_def(pos2)
if n_def.walkable
or (water and (n_def.groups.liquid or 0) > 0) then
pos2.y = pos.y + 1
n_def = get_node_def(pos2)
local col_max = n_def.walkable or (water and (n_def.groups.liquid or 0) > 0)
pos2.y = pos.y - 1
local col_min = col_max and (n_def.walkable or (water and (n_def.groups.liquid or 0) > 0))
if col_min then
return pos
else
pos2.y = pos.y + 1
return pos2
end
end
end
function creatura.get_context_steering(self, goal, range, water)
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 output_dir
end
-------------
-- Actions --
-------------
-- Actions are more specific behaviors used
-- to compose a Utility.
-- Move
function creatura.action_move(self, pos2, timeout, method, speed_factor, anim)
local timer = timeout or 4
local function func(_self)
timer = timer - _self.dtime
self:animate(anim or "walk")
local safe = true
if _self.max_fall
and _self.max_fall > 0 then
local pos = self.object:get_pos()
if not pos then return end
safe = _self:is_pos_safe(pos2)
end
if timer <= 0
or not safe
or _self:move_to(pos2, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then
return true
end
end
self:set_action(func)
end
creatura.action_walk = creatura.action_move -- Support for outdated versions
-- Idle
function creatura.action_idle(self, time, anim)
local timer = time
local function func(_self)
_self:set_gravity(-9.8)
_self:halt()
_self:animate(anim or "stand")
timer = timer - _self.dtime
if timer <= 0 then
return true
end
end
self:set_action(func)
end
-- Rotate on Z axis in random direction until 90 degree angle is reached
function creatura.action_fallover(self)
local zrot = 0
local init = false
local dir = 1
local rot = self.object:get_rotation()
local function func(_self)
if not init then
_self:animate("stand")
if random(2) < 2 then
dir = -1
end
init = true
end
rot = _self.object:get_rotation()
local goal = (pi * 0.5) * dir
local step = _self.dtime
if step > 0.5 then step = 0.5 end
zrot = zrot + (pi * dir) * step
_self.object:set_rotation({x = rot.x, y = rot.y, z = zrot})
if (dir > 0 and zrot >= goal)
or (dir < 0 and zrot <= goal) then return true end
end
self:set_action(func)
end
----------------------
-- Movement Methods --
----------------------
-- Pathfinding
local function trim_path(pos, path)
if #path < 2 then return end
local trim = false
local closest
for i = #path, 1, -1 do
if not path[i] then break end
if (closest
and vec_dist(pos, path[i]) > vec_dist(pos, path[closest]))
or trim then
table.remove(path, i)
trim = true
else
closest = i
end
end
return path
end
creatura.register_movement_method("creatura:pathfind", function(self)
local path = {}
local box = clamp(self.width, 0.5, 1.5)
local trimmed = false
local init_path = false
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
self:set_gravity(-9.8)
-- Get movement direction
local steer_to = get_avoidance_dir(self, goal)
local goal_dir = vec_dir(pos, goal)
if steer_to
and not init_path then
goal_dir = steer_to
init_path = true
end
if init_path
and #path < 2 then
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
end
if #path > 1 then
if not trimmed then
path = trim_path(pos, path)
trimmed = true
if #path < 2 then return end
end
goal_dir = vec_dir(pos, path[2])
if vec_dist(vector.round(pos), creatura.get_ground_level(path[1], 1)) < box then
table.remove(path, 1)
end
end
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
if yaw_diff > 0.1 then
_self:turn_to(goal_yaw, turn_rate)
end
end
return func
end)
creatura.register_movement_method("creatura:theta_pathfind", function(self)
local path = {}
local box = clamp(self.width, 0.5, 1.5)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
pos.y = pos.y + 0.5
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
self:set_gravity(-9.8)
-- Get movement direction
local steer_to = get_avoidance_dir(_self, goal)
local goal_dir = vec_dir(pos, goal)
if steer_to then
goal_dir = steer_to
if #path < 1 then
path = creatura.find_theta_path(_self, pos, goal, _self.width, _self.height, 300) or {}
end
end
if #path > 0 then
goal_dir = vec_dir(pos, path[2] or path[1])
if vec_dist(pos, path[1]) < box then
table.remove(path, 1)
end
end
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
if yaw_diff > 0.1 then
_self:turn_to(goal_yaw, turn_rate)
end
end
return func
end)
-- Obstacle Avoidance
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)
creatura.register_movement_method("creatura:context_based_steering", function(self)
local steer_to
local steer_timer = 0.25
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
_self:halt()
return true
end
-- Calculate Movement
steer_timer = (steer_timer > 0 and steer_timer - self.dtime) or 0.25
steer_to = (steer_timer <= 0 and creatura.get_context_steering(self, goal, 3)) or steer_to
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Apply Movement
_self:set_forward_velocity(speed)
_self:turn_to(dir2yaw(steer_to or vec_dir(pos, goal)), turn_rate)
end
return func
end)