creatura/methods.lua
2022-02-10 16:32:53 -08:00

386 lines
12 KiB
Lua

-------------
-- Methods --
-------------
local pi = math.pi
local pi2 = pi * 2
local abs = math.abs
local floor = math.floor
local random = math.random
local rad = math.rad
local function diff(a, b) -- Get difference between 2 angles
return math.atan2(math.sin(b - a), math.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 function vec_center(v)
return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)}
end
local function vec_raise(v, n)
return {x = v.x, y = v.y + n, z = v.z}
end
local vec_dir = vector.direction
local vec_dist = vector.distance
local vec_multi = vector.multiply
local vec_add = vector.add
local yaw2dir = minetest.yaw_to_dir
-------------
-- Actions --
-------------
-- Actions are more specific behaviors used
-- to compose a Utility.
-- Walk
function creatura.action_walk(self, pos2, timeout, method, speed_factor, anim)
local timer = timeout or 4
local move_init = false
local function func(self)
if not pos2
or (move_init
and not self._movement_data.goal) then return true end
local pos = self.object:get_pos()
timer = timer - self.dtime
if timer <= 0
or self:pos_in_box({x = pos2.x, y = pos.y + 0.1, z = pos2.z}) then
self:halt()
return true
end
self:move(pos2, method or "creatura:neighbors", speed_factor or 0.5, anim)
move_init = true
end
self:set_action(func)
end
function creatura.action_fly(self, pos2, timeout, method, speed_factor, anim)
local timer = timeout or 4
local move_init = false
local function func(self)
if not pos2
or (move_init
and not self._movement_data.goal) then return true end
local pos = self.object:get_pos()
timer = timer - self.dtime
if timer <= 0
or self:pos_in_box(pos2) then
self:halt()
return true
end
self:move(pos2, method, speed_factor or 0.5, anim)
move_init = true
end
self:set_action(func)
end
-- 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 function func(self)
if not init then
self:animate("stand")
if random(2) < 2 then
dir = -1
end
init = true
end
local rot = self.object:get_rotation()
local goal = (pi * 0.5) * dir
local dif = abs(rot.z - goal)
zrot = rot.z + (dif * dir) * 0.15
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
function get_line_of_sight(a, b)
local steps = floor(vector.distance(a, b))
local line = {}
for i = 0, steps do
local pos
if steps > 0 then
pos = {
x = a.x + (b.x - a.x) * (i / steps),
y = a.y + (b.y - a.y) * (i / steps),
z = a.z + (b.z - a.z) * (i / steps)
}
else
pos = a
end
table.insert(line, pos)
end
if #line < 1 then
return false
else
for i = 1, #line do
local node = minetest.get_node(line[i])
if minetest.registered_nodes[node.name].walkable then
return false
end
end
end
return true
end
local function movement_theta_pathfind(self, pos2, speed)
local pos = self.object:get_pos()
local goal = pos2
self._path = self._path or {}
local temp_goal = self._movement_data.temp_goal
if not temp_goal
or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
temp_goal = self._movement_data.temp_goal
end
if #self._path < 1 then
self._path = creatura.find_theta_path(self, self.object:get_pos(), pos2, self.width, self.height, 500) or {}
else
temp_goal = self._path[2] or self._path[1]
if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
table.remove(self._path, 1)
end
end
goal.y = pos.y + 0.5
local dir = vector.direction(self.object:get_pos(), pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
dir = vector.direction(self.object:get_pos(), temp_goal)
tyaw = minetest.dir_to_yaw(dir)
if #self._path < 1
and not self:is_pos_safe(temp_goal) then
self:animate("walk")
self:set_forward_velocity(0)
self:halt()
return
end
end
self:turn_to(tyaw, turn_rate)
self:animate("walk")
self:set_gravity(-9.8)
self:set_forward_velocity(speed or 2)
if self:pos_in_box(goal) then
self:halt()
end
end
creatura.register_movement_method("creatura:theta_pathfind", movement_theta_pathfind)
local function movement_pathfind(self, pos2, speed)
local pos = self.object:get_pos()
local goal = pos2
local temp_goal = self._movement_data.temp_goal
self._path = self._path or {}
if (not temp_goal
or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}))
and #self._path < 1 then
self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
temp_goal = self._movement_data.temp_goal
end
if #self._path < 2 then
self._path = creatura.find_path(self, self.object:get_pos(), pos2, self.width, self.height, 100) or {}
else
temp_goal = self._path[2]
if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
table.remove(self._path, 1)
end
end
goal.y = pos.y + 0.5
local dir = vector.direction(self.object:get_pos(), pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
dir = vector.direction(self.object:get_pos(), temp_goal)
tyaw = minetest.dir_to_yaw(dir)
if #self._path < 2
and not self:is_pos_safe(temp_goal) then
self:animate("walk")
self:set_forward_velocity(0)
self:halt()
return
end
end
self:turn_to(tyaw, turn_rate)
self:animate("walk")
self:set_gravity(-9.8)
self:set_forward_velocity(speed or 2)
if self:pos_in_box(pos2) then
self:halt()
end
end
creatura.register_movement_method("creatura:pathfind", movement_pathfind)
-- Obstacle Avoidance
local function moveable(pos, width, height)
local pos1 = {
x = pos.x - (width + 0.2),
y = pos.y,
z = pos.z - (width + 0.2),
}
local pos2 = {
x = pos.x + (width + 0.2),
y = pos.y,
z = pos.z + (width + 0.2),
}
for z = pos1.z, pos2.z do
for x = pos1.x, pos2.x do
local pos3 = {x = x, y = (pos.y + height), z = z}
local pos4 = {x = x, y = pos.y, z = z}
local ray = minetest.raycast(pos3, pos4, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false
end
end
end
end
return true
end
local function get_obstacle_avoidance(self, pos2)
local pos = self.object:get_pos()
local yaw = minetest.dir_to_yaw(vec_dir(pos, pos2))
pos.y = pos.y + self.stepheight
local height = self.height
local width = self.width
local outset = vec_center(vec_add(pos, vec_multi(yaw2dir(yaw), width + 0.2)))
local pos2
if not moveable(outset, width, height) then
yaw = self.object:get_yaw()
for i = 1, 89, 45 do
angle = rad(i)
dir = vec_multi(yaw2dir(yaw + angle), width + 0.2)
pos2 = vec_center(vec_add(pos, dir))
if moveable(pos2, width, height) then
break
end
angle = -rad(i)
dir = vec_multi(yaw2dir(yaw + angle), width + 0.2)
pos2 = vec_center(vec_add(pos, dir))
if moveable(pos2, width, height) then
break
end
end
end
return pos2
end
local function movement_obstacle_avoidance(self, pos2, speed)
local pos = self.object:get_pos()
local temp_goal = self._movement_data.temp_goal
if not temp_goal
or self:pos_in_box(temp_goal) then
self._movement_data.temp_goal = get_obstacle_avoidance(self, pos2)
temp_goal = self._movement_data.temp_goal
if temp_goal then
temp_goal.y = floor(pos.y + self.height * 0.5)
end
end
pos2.y = floor(pos2.y + 0.5)
local dir = vector.direction(pos, pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
dir = vector.direction(pos, temp_goal)
tyaw = minetest.dir_to_yaw(dir)
end
local turn_diff = abs(diff(self.object:get_yaw(), tyaw))
self:turn_to(tyaw, turn_rate)
self:animate("walk")
self:set_gravity(-9.8)
self:set_forward_velocity(speed - clamp(turn_diff, 0, speed * 0.66))
if self:pos_in_box({x = pos2.x, y = pos.y + 0.1, z = pos2.z})
or (temp_goal
and not self:is_pos_safe(temp_goal)) then
self:halt()
end
end
creatura.register_movement_method("creatura:obstacle_avoidance", movement_obstacle_avoidance)
-- Neighbors
local function movement_neighbors(self, pos2, speed)
local pos = self.object:get_pos()
local temp_goal = self._movement_data.temp_goal
local width = clamp(self.width, 0.5, 1.5)
if not temp_goal
or self:pos_in_box(temp_goal) then
self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
temp_goal = self._movement_data.temp_goal
end
pos2.y = pos.y + self.height * 0.5
local yaw = self.object:get_yaw()
local dir = vector.direction(self.object:get_pos(), pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
temp_goal.x = math.floor(temp_goal.x + 0.5)
temp_goal.z = math.floor(temp_goal.z + 0.5)
temp_goal.y = pos.y + self.height * 0.5
dir = vector.direction(self.object:get_pos(), temp_goal)
tyaw = minetest.dir_to_yaw(dir)
if not self:is_pos_safe(temp_goal) then
self:set_forward_velocity(0)
self:halt()
return
end
end
local yaw_diff = abs(diff(yaw, tyaw))
self:turn_to(tyaw, turn_rate)
self:set_gravity(-9.8)
if yaw_diff < pi then
self:animate("walk")
self:set_forward_velocity(speed)
end
if self:pos_in_box(pos2) then
self:halt()
end
end
creatura.register_movement_method("creatura:neighbors", movement_neighbors)