creatura/methods.lua

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No EOL
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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
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 3,
glow = 6,
size = 12
})
end
-------------
-- 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
creatura.register_movement_method("creatura:pathfind", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
local path = self._path
if not path or #path < 2 then
self._path = creatura.find_path(self, pos, pos2, self.width, self.height, 200) or {}
else
waypoint = self._path[2]
if self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
table.remove(self._path, 1)
end
end
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
waypoint = creatura.get_next_move(self, pos2)
self._movement_data.waypoint = waypoint
end
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = abs(self.turn_rate or 5)
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
if yaw_diff < pi * (turn_rate * 0.1) then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2)
or (waypoint
and not self:is_pos_safe(waypoint)) then
self:halt()
end
end)
creatura.register_movement_method("creatura:theta_pathfind", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
local path = self._path
if not path or #path < 1 then
self._path = creatura.find_theta_path(self, pos, pos2, self.width, self.height, 300) or {}
else
waypoint = self._path[2] or self._path[1]
if self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
table.remove(self._path, 1)
end
end
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
waypoint = creatura.get_next_move(self, pos2)
self._movement_data.waypoint = waypoint
end
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = abs(self.turn_rate or 5)
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
if yaw_diff < pi * (turn_rate * 0.1) then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2)
or (waypoint
and not self:is_pos_safe(waypoint)) then
self:halt()
end
end)
-- Neighbors
creatura.register_movement_method("creatura:neighbors", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
if not waypoint
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
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = creatura.get_next_move(self, pos2)
self._movement_data.waypoint = waypoint
end
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = abs(self.turn_rate or 5)
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
if yaw_diff < pi * 0.25 then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2)
or (waypoint
and not self:is_pos_safe(waypoint)) then
self:halt()
end
end)
-- Obstacle Avoidance
local moveable = creatura.is_pos_moveable
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
creatura.register_movement_method("creatura:obstacle_avoidance", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
if not waypoint
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
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = get_obstacle_avoidance(self, pos2)
self._movement_data.waypoint = waypoint
end
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = abs(self.turn_rate or 5)
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
if yaw_diff < pi * 0.25 then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2)
or (waypoint
and not self:is_pos_safe(waypoint)) then
self:halt()
end
end)