creatura/methods.lua
2022-06-21 09:44:10 -07:00

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8.2 KiB
Lua

-------------
-- Methods --
-------------
local pi = math.pi
local abs = math.abs
local ceil = math.ceil
local floor = math.floor
local random = math.random
local rad = math.rad
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 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 vec_dir = vector.direction
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
---------------------
-- Local Utilities --
---------------------
local function get_collision(self, yaw)
local width = self.width
local height = self.height
local pos = self.object:get_pos()
pos.y = pos.y + 1
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), width + 5))
for x = -width, width, width / ceil(width) do
for y = 0, height, height / ceil(height) do
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 = minetest.raycast(vec1, vec2, false, true)
for pointed_thing in ray do
if pointed_thing
and pointed_thing.type == "node" then
return true, pointed_thing.intersection_point
end
end
end
end
return false
end
local function get_obstacle_avoidance(self, goal)
local width = self.width
local height = self.height
local pos = self.object:get_pos()
pos.y = pos.y + 1
local yaw2goal = dir2yaw(vec_dir(pos, goal))
local collide, col_pos = get_collision(self, yaw2goal)
if not collide then return end
local avd_pos
for i = 45, 180, 45 do
local angle = rad(i)
local dir = vec_multi(yaw2dir(yaw2goal + angle), width)
avd_pos = vec_center(vec_add(pos, dir))
if not get_collision(self, yaw2goal) then
break
end
angle = -rad(i)
dir = vec_multi(yaw2dir(yaw2goal + angle), width)
avd_pos = vec_center(vec_add(pos, dir))
if not get_collision(self, yaw2goal) then
break
end
end
return avd_pos
end
-------------
-- Actions --
-------------
-- Actions are more specific behaviors used
-- to compose a Utility.
-- Walk
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")
if timer <= 0
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
-- 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, goal)
local path = {}
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, 1)
self:set_gravity(-9.8)
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + box * 0.5, z = waypoint.z}, box) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
-- There's an obstruction, time to find a path
if #path < 2 then
path = creatura.find_path(self, pos, goal, self.width, self.height, 200) or {}
else
waypoint = path[2]
if self:pos_in_box(path[1], box) then
table.remove(path, 1)
end
end
goal_dir = vec_dir(pos, waypoint)
debugpart(waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(self.speed or 2)
local turn_rate = abs(self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25 then
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
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, goal)
local path = {}
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, 1)
self:set_gravity(-9.8)
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, box) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
-- There's an obstruction, time to find a path
if #path < 1 then
path = creatura.find_path(self, pos, goal, self.width, self.height, 300) or {}
else
waypoint = path[2] or path[1]
end
goal_dir = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end
end
return func
end)
-- Obstacle Avoidance
creatura.register_movement_method("creatura:obstacle_avoidance", function(self, goal)
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, 1)
self:set_gravity(-9.8)
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, box) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
goal_dir = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end
end
return func
end)