mobkit/init.lua

1589 lines
44 KiB
Lua

-- yaw values:
-- x+ = -pi/2
-- x- = +pi/2
-- z+ = 0
-- z- = -pi
mobkit={}
mobkit.gravity = -9.8
mobkit.friction = 0.4 -- less is more
local abs = math.abs
local pi = math.pi
local floor = math.floor
local ceil = math.ceil
local random = math.random
local sqrt = math.sqrt
local max = math.max
local min = math.min
local tan = math.tan
local pow = math.pow
local sign = function(x)
return (x<0) and -1 or 1
end
mobkit.terminal_velocity = sqrt(2*-mobkit.gravity*20) -- 20 meter fall = dead
mobkit.safe_velocity = sqrt(2*-mobkit.gravity*5) -- 5 m safe fall
local abr = minetest.get_mapgen_setting('active_block_range')
local neighbors ={
{x=1,z=0},
{x=1,z=1},
{x=0,z=1},
{x=-1,z=1},
{x=-1,z=0},
{x=-1,z=-1},
{x=0,z=-1},
{x=1,z=-1}
}
-- UTILITY FUNCTIONS
function mobkit.dot(v1,v2)
return v1.x*v2.x+v1.y*v2.y+v1.z*v2.z
end
function mobkit.minmax(v,m)
return min(abs(v),m)*sign(v)
end
function mobkit.dir2neighbor(dir)
dir.y=0
dir=vector.round(vector.normalize(dir))
for k,v in ipairs(neighbors) do
if v.x == dir.x and v.z == dir.z then return k end
end
return 1
end
function mobkit.neighbor_shift(neighbor,shift) -- int shift: minus is left, plus is right
return (8+neighbor+shift-1)%8+1
end
function mobkit.pos_shift(pos,vec) -- vec components can be omitted e.g. vec={y=1}
vec.x=vec.x or 0
vec.y=vec.y or 0
vec.z=vec.z or 0
return {x=pos.x+vec.x,
y=pos.y+vec.y,
z=pos.z+vec.z}
end
function mobkit.pos_translate2d(pos,yaw,dist) -- translate pos dist distance in yaw direction
return vector.add(pos,vector.multiply(minetest.yaw_to_dir(yaw),dist))
end
function mobkit.is_pos_in_box(pos,bpos,box)
return pos.x > bpos.x+box[1] and pos.x < bpos.x+box[4] and
pos.y > bpos.y+box[2] and pos.y < bpos.y+box[5] and
pos.z > bpos.z+box[3] and pos.z < bpos.z+box[6]
end
-- call this instead if you want feet position.
--[[
function mobkit.get_stand_pos(thing) -- thing can be luaentity or objectref.
if type(thing) == 'table' then
return mobkit.pos_shift(thing.object:get_pos(),{y=thing.collisionbox[2]+0.01})
elseif type(thing) == 'userdata' then
local colbox = thing:get_properties().collisionbox
return mobkit.pos_shift(thing:get_pos(),{y=colbox[2]+0.01})
end
end --]]
function mobkit.get_stand_pos(thing) -- thing can be luaentity or objectref.
local pos = {}
local colbox = {}
if type(thing) == 'table' then
pos = thing.object:get_pos()
colbox = thing.object:get_properties().collisionbox
elseif type(thing) == 'userdata' then
pos = thing:get_pos()
colbox = thing:get_properties().collisionbox
else
return false
end
return mobkit.pos_shift(pos,{y=colbox[2]+0.01}), pos
end
function mobkit.set_acceleration(thing,vec,limit)
limit = limit or 100
if type(thing) == 'table' then thing=thing.object end
vec.x=mobkit.minmax(vec.x,limit)
vec.y=mobkit.minmax(vec.y,limit)
vec.z=mobkit.minmax(vec.z,limit)
thing:set_acceleration(vec)
end
function mobkit.nodeatpos(pos)
local node = minetest.get_node_or_nil(pos)
if node then return minetest.registered_nodes[node.name] end
end
function mobkit.get_nodename_off(pos,vec)
return minetest.get_node(mobkit.pos_shift(pos,vec)).name
end
function mobkit.get_node_pos(pos)
return {
x=floor(pos.x+0.5),
y=floor(pos.y+0.5),
z=floor(pos.z+0.5),
}
end
function mobkit.get_nodes_in_area(pos1,pos2,full)
local npos1=mobkit.get_node_pos(pos1)
local npos2=mobkit.get_node_pos(pos2)
local result = {}
local cnt = 0 -- safety
local sx = (pos2.x<pos1.x) and -1 or 1
local sz = (pos2.z<pos1.z) and -1 or 1
local sy = (pos2.y<pos1.y) and -1 or 1
local x=npos1.x-sx
local z=npos1.z-sz
local y=npos1.y-sy
repeat
x=x+sx
z=npos1.z-sz
repeat
z=z+sz
y=npos1.y-sy
repeat
y=y+sy
local pos = {x=x,y=y,z=z}
if full==true then
result[pos] = minetest.registered_nodes[minetest.get_node(pos).name]
else
result[minetest.registered_nodes[minetest.get_node(pos).name]] = true
end
cnt=cnt+1
if cnt > 125 then
minetest.chat_send_all('get_nodes_in_area: area too big ')
return result
end
until y==npos2.y
until z==npos2.z
until x==npos2.x
return result
end
function mobkit.get_hitbox_bottom(self)
local y = self.collisionbox[2]
local pos = self.object:get_pos()
return {
{x=pos.x+self.collisionbox[1],y=pos.y+y,z=pos.z+self.collisionbox[3]},
{x=pos.x+self.collisionbox[1],y=pos.y+y,z=pos.z+self.collisionbox[6]},
{x=pos.x+self.collisionbox[4],y=pos.y+y,z=pos.z+self.collisionbox[3]},
{x=pos.x+self.collisionbox[4],y=pos.y+y,z=pos.z+self.collisionbox[6]},
}
end
function mobkit.get_node_height(pos)
local npos = mobkit.get_node_pos(pos)
local node = mobkit.nodeatpos(npos)
if node == nil then return nil end
if node.walkable then
if node.drawtype == 'nodebox' then
if node.node_box and node.node_box.type == 'fixed' then
if type(node.node_box.fixed[1]) == 'number' then
return npos.y + node.node_box.fixed[5] ,0, false
elseif type(node.node_box.fixed[1]) == 'table' then
return npos.y + node.node_box.fixed[1][5] ,0, false
else
return npos.y + 0.5,1, false -- todo handle table of boxes
end
elseif node.node_box and node.node_box.type == 'leveled' then
return minetest.get_node_level(pos)/64-0.5+mobkit.get_node_pos(pos).y, 0, false
else
return npos.y + 0.5,1, false -- the unforeseen
end
else
return npos.y+0.5,1, false -- full node
end
else
local liquidflag = false
if node.drawtype == 'liquid' then liquidflag = true end
return npos.y-0.5,-1,liquidflag
end
end
-- get_terrain_height
-- steps(optional) number of recursion steps; default=3
-- dir(optional) is 1=up, -1=down, 0=both; default=0
-- liquidflag(forbidden) never provide this parameter.
function mobkit.get_terrain_height(pos,steps,dir,liquidflag) --dir is 1=up, -1=down, 0=both
steps = steps or 3
dir = dir or 0
local h,f,l = mobkit.get_node_height(pos)
if h == nil then return nil end
if l then liquidflag = true end
if f==0 then
return h, liquidflag
end
if dir==0 or dir==f then
steps = steps - 1
if steps <=0 then return nil end
return mobkit.get_terrain_height(mobkit.pos_shift(pos,{y=f}),steps,f,liquidflag)
else
return h, liquidflag
end
end
function mobkit.get_spawn_pos_abr(dtime,intrvl,radius,chance,reduction)
local plyrs = minetest.get_connected_players()
intrvl=1/intrvl
if random()<dtime*(intrvl*#plyrs) then
local plyr = plyrs[random(#plyrs)] -- choose random player
local vel = plyr:get_player_velocity()
local spd = vector.length(vel)
chance = (1-chance) * 1/(spd*0.75+1)
local yaw
if spd > 1 then
-- spawn in the front arc
yaw = minetest.dir_to_yaw(vel) + random()*0.35 - 0.75
else
-- random yaw
yaw = random()*pi*2 - pi
end
local pos = plyr:get_pos()
local dir = vector.multiply(minetest.yaw_to_dir(yaw),radius)
local pos2 = vector.add(pos,dir)
pos2.y=pos2.y-5
local height, liquidflag = mobkit.get_terrain_height(pos2,32)
if height then
local objs = minetest.get_objects_inside_radius(pos,radius*1.1)
for _,obj in ipairs(objs) do -- count mobs in abrange
if not obj:is_player() then
local lua = obj:get_luaentity()
if lua and lua.name ~= '__builtin:item' then
chance=chance + (1-chance)*reduction -- chance reduced for every mob in range
end
end
end
if chance < random() then
pos2.y = height
objs = minetest.get_objects_inside_radius(pos2,radius*0.95)
for _,obj in ipairs(objs) do -- do not spawn if another player around
if obj:is_player() then return end
end
return pos2, liquidflag
end
end
end
end
function mobkit.turn2yaw(self,tyaw,rate)
tyaw = tyaw or 0 --temp
rate = rate or 6
local yaw = self.object:get_yaw()
yaw = yaw+pi
tyaw=(tyaw+pi)%(pi*2)
local step=min(self.dtime*rate,abs(tyaw-yaw)%(pi*2))
local dir = abs(tyaw-yaw)>pi and -1 or 1
dir = tyaw>yaw and dir*1 or dir * -1
local nyaw = (yaw+step*dir)%(pi*2)
self.object:set_yaw(nyaw-pi)
if nyaw==tyaw then return true, nyaw-pi
else return false, nyaw-pi end
end
function mobkit.dir_to_rot(v,rot)
rot = rot or {x=0,y=0,z=0}
return {x = (v.x==0 and v.y==0 and v.z==0) and rot.x or math.atan2(v.y,vector.length({x=v.x,y=0,z=v.z})),
y = (v.x==0 and v.z==0) and rot.y or minetest.dir_to_yaw(v),
z=rot.z}
end
function mobkit.rot_to_dir(rot) -- keep rot within <-pi/2,pi/2>
local dir = minetest.yaw_to_dir(rot.y)
dir.y = dir.y+tan(rot.x)*vector.length(dir)
return vector.normalize(dir)
end
function mobkit.isnear2d(p1,p2,thresh)
if abs(p2.x-p1.x) < thresh and abs(p2.z-p1.z) < thresh then
return true
else
return false
end
end
-- object has reached the destination if dest is in the rear half plane.
function mobkit.is_there_yet2d(pos,dir,dest) -- obj positon; facing vector; destination position
local c = -dir.x*pos.x-dir.z*pos.z -- the constant
if dir.z > 0 then
return dest.z <= (-dir.x*dest.x - c)/dir.z -- line equation
elseif dir.z < 0 then
return dest.z >= (-dir.x*dest.x - c)/dir.z
elseif dir.x > 0 then
return dest.x <= (-dir.z*dest.z - c)/dir.x
elseif dir.x < 0 then
return dest.x >= (-dir.z*dest.z - c)/dir.x
else
return false
end
end
function mobkit.isnear3d(p1,p2,thresh)
if abs(p2.x-p1.x) < thresh and abs(p2.z-p1.z) < thresh and abs(p2.y-p1.y) < thresh then
return true
else
return false
end
end
function mobkit.get_box_height(thing)
if type(thing) == 'table' then thing = thing.object end
local colbox = thing:get_properties().collisionbox
local height
if colbox then height = colbox[5]-colbox[2]
else height = 0.1 end
return height > 0 and height or 0.1
end
function mobkit.is_alive(thing) -- thing can be luaentity or objectref.
-- if not thing then return false end
if not mobkit.exists(thing) then return false end
if type(thing) == 'table' then return thing.hp > 0 end
if thing:is_player() then return thing:get_hp() > 0
else
local lua = thing:get_luaentity()
local hp = lua and lua.hp or nil
return hp and hp > 0
end
end
function mobkit.exists(thing)
if not thing then return false end
if type(thing) == 'table' then thing=thing.object end
if type(thing) == 'userdata' then
if thing:is_player() then
if thing:get_look_horizontal() then return true end
else
if thing:get_yaw() then return true end
end
end
end
function mobkit.hurt(luaent,dmg)
if not luaent then return false end
if type(luaent) == 'table' then
luaent.hp = max((luaent.hp or 0) - dmg,0)
end
end
function mobkit.heal(luaent,dmg)
if not luaent then return false end
if type(luaent) == 'table' then
luaent.hp = min(luaent.max_hp,(luaent.hp or 0) + dmg)
end
end
function mobkit.animate(self,anim)
if self.animation and self.animation[anim] then
if self._anim == anim then return end
self._anim=anim
local aparms = {}
if #self.animation[anim] > 0 then
aparms = self.animation[anim][random(#self.animation[anim])]
else
aparms = self.animation[anim]
end
self.object:set_animation(aparms.range,aparms.speed,0,aparms.loop)
else
self._anim = nil
end
end
function mobkit.make_sound(self, sound)
local spec = self.sounds and self.sounds[sound]
local param_table = {object=self.object}
if type(spec) == 'table' then
--pick random sound if it's a spec for random sounds
if #spec > 0 then spec = spec[random(#spec)] end
--returns value or a random value within the range [value[1], value[2])
local function in_range(value)
return type(value) == 'table' and value[1]+random()*(value[2]-value[1]) or value
end
--pick random values within a range if they're a table
param_table.gain = in_range(spec.gain)
param_table.fade = in_range(spec.fade)
param_table.pitch = in_range(spec.pitch)
end
return minetest.sound_play(spec, param_table)
end
function mobkit.is_neighbor_node_reachable(self,neighbor) -- todo: take either number or pos
local offset = neighbors[neighbor]
local pos=mobkit.get_stand_pos(self)
local tpos = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
local recursteps = ceil(self.jump_height)+1
local height, liquidflag = mobkit.get_terrain_height(tpos,recursteps)
if height and abs(height-pos.y) <= self.jump_height then
tpos.y = height
height = height - pos.y
-- don't cut corners
if neighbor % 2 == 0 then -- diagonal neighbors are even
local n2 = neighbor-1 -- left neighbor never < 0
offset = neighbors[n2]
local t2 = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
local h2 = mobkit.get_terrain_height(t2,recursteps)
if h2 and h2 - pos.y > 0.02 then return end
n2 = (neighbor+1)%8 -- right neighbor
offset = neighbors[n2]
t2 = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
h2 = mobkit.get_terrain_height(t2,recursteps)
if h2 and h2 - pos.y > 0.02 then return end
end
-- check headroom
if tpos.y+self.height-pos.y > 1 then -- if head in next node above, else no point checking headroom
local snpos = mobkit.get_node_pos(pos)
local pos1 = {x=pos.x,y=snpos.y+1,z=pos.z} -- current pos plus node up
local pos2 = {x=tpos.x,y=tpos.y+self.height,z=tpos.z} -- target head pos
local nodes = mobkit.get_nodes_in_area(pos1,pos2,true)
for p,node in pairs(nodes) do
if snpos.x==p.x and snpos.z==p.z then
if node.name=='ignore' or node.walkable then return end
else
if node.name=='ignore' or
(node.walkable and mobkit.get_node_height(p)>tpos.y+0.001) then return end
end
end
end
return height, tpos, liquidflag
else
return
end
end
function mobkit.get_next_waypoint(self,tpos)
local pos = mobkit.get_stand_pos(self)
local dir=vector.direction(pos,tpos)
local neighbor = mobkit.dir2neighbor(dir)
local function update_pos_history(self,pos)
table.insert(self.pos_history,1,pos)
if #self.pos_history > 2 then table.remove(self.pos_history,#self.pos_history) end
end
local nogopos = self.pos_history[2]
local height, pos2, liquidflag = mobkit.is_neighbor_node_reachable(self,neighbor)
--minetest.chat_send_all('pos2 ' .. minetest.serialize(pos2))
--minetest.chat_send_all('nogopos ' .. minetest.serialize(nogopos))
if height and not liquidflag
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
local heightl = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,-1))
if heightl and abs(heightl-height)<0.001 then
local heightr = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,1))
if heightr and abs(heightr-height)<0.001 then
dir.y = 0
local dirn = vector.normalize(dir)
local npos = mobkit.get_node_pos(mobkit.pos_shift(pos,neighbors[neighbor]))
local factor = abs(dirn.x) > abs(dirn.z) and abs(npos.x-pos.x) or abs(npos.z-pos.z)
pos2=mobkit.pos_shift(pos,{x=dirn.x*factor,z=dirn.z*factor})
end
end
update_pos_history(self,pos2)
return height, pos2
else
for i=1,3 do
-- scan left
local height, pos2, liq = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,-i*self.path_dir))
if height and not liq
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
update_pos_history(self,pos2)
return height,pos2
end
-- scan right
height, pos2, liq = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,i*self.path_dir))
if height and not liq
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
update_pos_history(self,pos2)
return height,pos2
end
end
--scan rear
height, pos2, liquidflag = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,4))
if height and not liquidflag
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
update_pos_history(self,pos2)
return height,pos2
end
end
-- stuck condition here
table.remove(self.pos_history,2)
self.path_dir = self.path_dir*-1 -- subtle change in pathfinding
end
function mobkit.get_next_waypoint_fast(self,tpos,nogopos)
local pos = mobkit.get_stand_pos(self)
local dir=vector.direction(pos,tpos)
local neighbor = mobkit.dir2neighbor(dir)
local height, pos2, liquidflag = mobkit.is_neighbor_node_reachable(self,neighbor)
if height and not liquidflag then
local fast = false
heightl = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,-1))
if heightl and abs(heightl-height)<0.001 then
heightr = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,1))
if heightr and abs(heightr-height)<0.001 then
fast = true
dir.y = 0
local dirn = vector.normalize(dir)
local npos = mobkit.get_node_pos(mobkit.pos_shift(pos,neighbors[neighbor]))
local factor = abs(dirn.x) > abs(dirn.z) and abs(npos.x-pos.x) or abs(npos.z-pos.z)
pos2=mobkit.pos_shift(pos,{x=dirn.x*factor,z=dirn.z*factor})
end
end
return height, pos2, fast
else
for i=1,4 do
-- scan left
height, pos2, liq = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,-i))
if height and not liq then return height,pos2 end
-- scan right
height, pos2, liq = mobkit.is_neighbor_node_reachable(self,mobkit.neighbor_shift(neighbor,i))
if height and not liq then return height,pos2 end
end
end
end
function mobkit.goto_next_waypoint(self,tpos)
local height, pos2 = mobkit.get_next_waypoint(self,tpos)
if not height then return false end
if height <= 0.01 then
local yaw = self.object:get_yaw()
local tyaw = minetest.dir_to_yaw(vector.direction(self.object:get_pos(),pos2))
if abs(tyaw-yaw) > 1 then
mobkit.lq_turn2pos(self,pos2)
end
mobkit.lq_dumbwalk(self,pos2)
else
mobkit.lq_turn2pos(self,pos2)
mobkit.lq_dumbjump(self,height)
end
return true
end
function mobkit.go_forward_horizontal(self,speed) -- sets velocity in yaw direction, y component unaffected
local y = self.object:get_velocity().y
local yaw = self.object:get_yaw()
local vel = vector.multiply(minetest.yaw_to_dir(yaw),speed)
vel.y = y
self.object:set_velocity(vel)
end
function mobkit.drive_to_pos(self,tpos,speed,turn_rate,dist)
local pos=self.object:get_pos()
dist = dist or 0.2
if mobkit.isnear2d(pos,tpos,dist) then return true end
local tyaw = minetest.dir_to_yaw(vector.direction(pos,tpos))
mobkit.turn2yaw(self,tyaw,turn_rate)
mobkit.go_forward_horizontal(self,speed)
return false
end
function mobkit.timer(self,s) -- returns true approx every s seconds
local t1 = floor(self.time_total)
local t2 = floor(self.time_total+self.dtime)
if t2>t1 and t2%s==0 then return true end
end
-- Memory functions.
-- Stuff in memory is serialized, never try to remember objectrefs.
function mobkit.remember(self,key,val)
self.memory[key]=val
return val
end
function mobkit.forget(self,key)
self.memory[key] = nil
end
function mobkit.recall(self,key)
return self.memory[key]
end
-- Queue functions
function mobkit.queue_high(self,func,priority)
local maxprty = mobkit.get_queue_priority(self)
if priority > maxprty then
mobkit.clear_queue_low(self)
end
for i,f in ipairs(self.hqueue) do
if priority > f.prty then
table.insert(self.hqueue,i,{func=func,prty=priority})
return
end
end
table.insert(self.hqueue,{func=func,prty=priority})
end
function mobkit.queue_low(self,func)
table.insert(self.lqueue,func)
end
function mobkit.is_queue_empty_low(self)
if #self.lqueue == 0 then return true
else return false end
end
function mobkit.clear_queue_high(self)
self.hqueue = {}
end
function mobkit.clear_queue_low(self)
self.lqueue = {}
end
function mobkit.get_queue_priority(self)
if #self.hqueue > 0 then
return self.hqueue[1].prty
else return 0 end
end
function mobkit.is_queue_empty_high(self)
if #self.hqueue == 0 then return true
else return false end
end
function mobkit.get_nearby_player(self) -- returns random player if nearby or nil
for _,obj in ipairs(self.nearby_objects) do
if obj:is_player() and mobkit.is_alive(obj) then return obj end
end
return
end
function mobkit.get_nearby_entity(self,name) -- returns random nearby entity of name or nil
for _,obj in ipairs(self.nearby_objects) do
if mobkit.is_alive(obj) and not obj:is_player() and obj:get_luaentity().name == name then return obj end
end
return
end
function mobkit.get_closest_entity(self,name) -- returns closest entity of name or nil
local cobj = nil
local dist = abr*64
local pos = self.object:get_pos()
for _,obj in ipairs(self.nearby_objects) do
local luaent = obj:get_luaentity()
if mobkit.is_alive(obj) and not obj:is_player() and luaent and luaent.name == name then
local opos = obj:get_pos()
local odist = abs(opos.x-pos.x) + abs(opos.z-pos.z)
if odist < dist then
dist=odist
cobj=obj
end
end
end
return cobj
end
local function execute_queues(self)
--Execute hqueue
if #self.hqueue > 0 then
local func = self.hqueue[1].func
if func(self) then
table.remove(self.hqueue,1)
self.lqueue = {}
end
end
-- Execute lqueue
if #self.lqueue > 0 then
local func = self.lqueue[1]
if func(self) then
table.remove(self.lqueue,1)
end
end
end
local function sensors()
local timer = 2
local pulse = 1
return function(self)
timer=timer-self.dtime
if timer < 0 then
pulse = pulse + 1 -- do full range every third scan
local range = self.view_range
if pulse > 2 then
pulse = 1
else
range = self.view_range*0.5
end
local pos = self.object:get_pos()
--local tim = minetest.get_us_time()
self.nearby_objects = minetest.get_objects_inside_radius(pos, range)
--minetest.chat_send_all(minetest.get_us_time()-tim)
for i,obj in ipairs(self.nearby_objects) do
if obj == self.object then
table.remove(self.nearby_objects,i)
break
end
end
timer=2
end
end
end
------------
-- CALLBACKS
------------
function mobkit.default_brain(self)
if mobkit.is_queue_empty_high(self) then mobkit.hq_roam(self,0) end
end
function mobkit.physics(self)
local vel=self.object:get_velocity()
-- dumb friction
if self.isonground and not self.isinliquid then
self.object:set_velocity({x= vel.x> 0.2 and vel.x*mobkit.friction or 0,
y=vel.y,
z=vel.z > 0.2 and vel.z*mobkit.friction or 0})
end
-- bounciness
if self.springiness and self.springiness > 0 then
local vnew = vector.new(vel)
if not self.collided then -- ugly workaround for inconsistent collisions
for _,k in ipairs({'y','z','x'}) do
if vel[k]==0 and abs(self.lastvelocity[k])> 0.1 then
vnew[k]=-self.lastvelocity[k]*self.springiness
end
end
end
if not vector.equals(vel,vnew) then
self.collided = true
else
if self.collided then
vnew = vector.new(self.lastvelocity)
end
self.collided = false
end
self.object:set_velocity(vnew)
end
-- buoyancy
local surface = nil
local surfnodename = nil
local spos = mobkit.get_stand_pos(self)
spos.y = spos.y+0.01
-- get surface height
local snodepos = mobkit.get_node_pos(spos)
local surfnode = mobkit.nodeatpos(spos)
while surfnode and surfnode.drawtype == 'liquid' do
surfnodename = surfnode.name
surface = snodepos.y+0.5
if surface > spos.y+self.height then break end
snodepos.y = snodepos.y+1
surfnode = mobkit.nodeatpos(snodepos)
end
self.isinliquid = surfnodename
if surface then -- standing in liquid
-- self.isinliquid = true
local submergence = min(surface-spos.y,self.height)/self.height
-- local balance = self.buoyancy*self.height
local buoyacc = mobkit.gravity*(self.buoyancy-submergence)
mobkit.set_acceleration(self.object,
{x=-vel.x*self.water_drag,y=buoyacc-vel.y*abs(vel.y)*0.4,z=-vel.z*self.water_drag})
else
-- self.isinliquid = false
self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
end
end
function mobkit.vitals(self)
-- vitals: fall damage
local vel = self.object:get_velocity()
local velocity_delta = abs(self.lastvelocity.y - vel.y)
if velocity_delta > mobkit.safe_velocity then
self.hp = self.hp - floor(self.max_hp * min(1, velocity_delta/mobkit.terminal_velocity))
end
-- vitals: oxygen
if self.lung_capacity then
local colbox = self.object:get_properties().collisionbox
local headnode = mobkit.nodeatpos(mobkit.pos_shift(self.object:get_pos(),{y=colbox[5]})) -- node at hitbox top
if headnode and headnode.drawtype == 'liquid' then
self.oxygen = self.oxygen - self.dtime
else
self.oxygen = self.lung_capacity
end
if self.oxygen <= 0 then self.hp=0 end -- drown
end
end
function mobkit.statfunc(self)
local tmptab={}
tmptab.memory = self.memory
tmptab.hp = self.hp
tmptab.texture_no = self.texture_no
return minetest.serialize(tmptab)
end
function mobkit.actfunc(self, staticdata, dtime_s)
self.logic = self.logic or self.brainfunc
self.physics = self.physics or mobkit.physics
self.lqueue = {}
self.hqueue = {}
self.nearby_objects = {}
self.nearby_players = {}
self.pos_history = {}
self.path_dir = 1
self.time_total = 0
self.water_drag = self.water_drag or 1
local sdata = minetest.deserialize(staticdata)
if sdata then
for k,v in pairs(sdata) do
self[k] = v
end
end
if not self.memory then -- this is the initial activation
self.memory = {}
-- texture variation
if #self.textures > 1 then self.texture_no = random(#self.textures) end
end
if self.timeout and self.timeout>0 and dtime_s > self.timeout and next(self.memory)==nil then
self.object:remove()
end
-- apply texture
if self.texture_no then
local props = {}
props.textures = {self.textures[self.texture_no]}
self.object:set_properties(props)
end
--hp
self.max_hp = self.max_hp or 10
self.hp = self.hp or self.max_hp
--armor
if type(self.armor_groups) ~= 'table' then
self.armor_groups={}
end
self.armor_groups.immortal = 1
self.object:set_armor_groups(self.armor_groups)
self.buoyancy = self.buoyancy or 0
self.oxygen = self.oxygen or self.lung_capacity
self.lastvelocity = {x=0,y=0,z=0}
self.sensefunc=sensors()
end
function mobkit.stepfunc(self,dtime) -- not intended to be modified
self.dtime = min(dtime,0.2)
self.height = mobkit.get_box_height(self)
-- physics comes first
-- self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
local vel = self.object:get_velocity()
-- if self.lastvelocity.y == vel.y then
-- if abs(self.lastvelocity.y-vel.y)<0.001 then
if self.lastvelocity.y==0 and vel.y==0 then
self.isonground = true
else
self.isonground = false
end
self:physics()
if self.logic then
if self.view_range then self:sensefunc() end
self:logic()
execute_queues(self)
end
self.lastvelocity = self.object:get_velocity()
self.time_total=self.time_total+self.dtime
end
----------------------------
-- BEHAVIORS
----------------------------
-- LOW LEVEL QUEUE FUNCTIONS
----------------------------
function mobkit.lq_turn2pos(self,tpos)
local func=function(self)
local pos = self.object:get_pos()
return mobkit.turn2yaw(self,
minetest.dir_to_yaw(vector.direction(pos,tpos)))
end
mobkit.queue_low(self,func)
end
function mobkit.lq_idle(self,duration,anim)
anim = anim or 'stand'
local init = true
local func=function(self)
if init then
mobkit.animate(self,anim)
init=false
end
duration = duration-self.dtime
if duration <= 0 then return true end
end
mobkit.queue_low(self,func)
end
function mobkit.lq_dumbwalk(self,dest,speed_factor)
local timer = 3 -- failsafe
speed_factor = speed_factor or 1
local func=function(self)
mobkit.animate(self,'walk')
timer = timer - self.dtime
if timer < 0 then return true end
local pos = mobkit.get_stand_pos(self)
local y = self.object:get_velocity().y
if mobkit.is_there_yet2d(pos,minetest.yaw_to_dir(self.object:get_yaw()),dest) then
-- if mobkit.isnear2d(pos,dest,0.25) then
if not self.isonground or abs(dest.y-pos.y) > 0.1 then -- prevent uncontrolled fall when velocity too high
-- if abs(dest.y-pos.y) > 0.1 then -- isonground too slow for speeds > 4
self.object:set_velocity({x=0,y=y,z=0})
end
return true
end
if self.isonground then
local dir = vector.normalize(vector.direction({x=pos.x,y=0,z=pos.z},
{x=dest.x,y=0,z=dest.z}))
dir = vector.multiply(dir,self.max_speed*speed_factor)
-- self.object:set_yaw(minetest.dir_to_yaw(dir))
mobkit.turn2yaw(self,minetest.dir_to_yaw(dir))
dir.y = y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
-- initial velocity for jump height h, v= a*sqrt(h*2/a) ,add 20%
function mobkit.lq_dumbjump(self,height,anim)
anim = anim or 'stand'
local jump = true
local func=function(self)
local yaw = self.object:get_yaw()
if self.isonground then
if jump then
mobkit.animate(self,anim)
local dir = minetest.yaw_to_dir(yaw)
dir.y = -mobkit.gravity*sqrt((height+0.35)*2/-mobkit.gravity)
self.object:set_velocity(dir)
jump = false
else -- the eagle has landed
return true
end
else
local dir = minetest.yaw_to_dir(yaw)
local vel = self.object:get_velocity()
if self.lastvelocity.y < 0.9 then
dir = vector.multiply(dir,3)
end
dir.y = vel.y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
function mobkit.lq_jumpout(self)
local phase = 1
local func=function(self)
local vel=self.object:get_velocity()
if phase == 1 then
vel.y=vel.y+5
self.object:set_velocity(vel)
phase = 2
else
if vel.y < 0 then return true end
local dir = minetest.yaw_to_dir(self.object:get_yaw())
dir.y=vel.y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
function mobkit.lq_freejump(self)
local phase = 1
local func=function(self)
local vel=self.object:get_velocity()
if phase == 1 then
vel.y=vel.y+6
self.object:set_velocity(vel)
phase = 2
else
if vel.y <= 0.01 then return true end
local dir = minetest.yaw_to_dir(self.object:get_yaw())
dir.y=vel.y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
function mobkit.lq_jumpattack(self,height,target)
local phase=1
local timer=0.5
local tgtbox = target:get_properties().collisionbox
local func=function(self)
if not mobkit.is_alive(target) then return true end
if self.isonground then
if phase==1 then -- collision bug workaround
local vel = self.object:get_velocity()
vel.y = -mobkit.gravity*sqrt(height*2/-mobkit.gravity)
self.object:set_velocity(vel)
mobkit.make_sound(self,'charge')
phase=2
else
mobkit.lq_idle(self,0.3)
return true
end
elseif phase==2 then
local dir = minetest.yaw_to_dir(self.object:get_yaw())
local vy = self.object:get_velocity().y
dir=vector.multiply(dir,6)
dir.y=vy
self.object:set_velocity(dir)
phase=3
elseif phase==3 then -- in air
local tgtpos = target:get_pos()
local pos = self.object:get_pos()
-- calculate attack spot
local yaw = self.object:get_yaw()
local dir = minetest.yaw_to_dir(yaw)
local apos = mobkit.pos_translate2d(pos,yaw,self.attack.range)
if mobkit.is_pos_in_box(apos,tgtpos,tgtbox) then --bite
target:punch(self.object,1,self.attack)
-- bounce off
local vy = self.object:get_velocity().y
self.object:set_velocity({x=dir.x*-3,y=vy,z=dir.z*-3})
-- play attack sound if defined
mobkit.make_sound(self,'attack')
phase=4
end
end
end
mobkit.queue_low(self,func)
end
function mobkit.lq_fallover(self)
local zrot = 0
local init = true
local func=function(self)
if init then
local vel = self.object:get_velocity()
self.object:set_velocity(mobkit.pos_shift(vel,{y=1}))
mobkit.animate(self,'stand')
init = false
end
zrot=zrot+pi*0.05
local rot = self.object:get_rotation()
self.object:set_rotation({x=rot.x,y=rot.y,z=zrot})
if zrot >= pi*0.5 then return true end
end
mobkit.queue_low(self,func)
end
-----------------------------
-- HIGH LEVEL QUEUE FUNCTIONS
-----------------------------
function mobkit.dumbstep(self,height,tpos,speed_factor,idle_duration)
if height <= 0.001 then
mobkit.lq_turn2pos(self,tpos)
mobkit.lq_dumbwalk(self,tpos,speed_factor)
else
mobkit.lq_turn2pos(self,tpos)
mobkit.lq_dumbjump(self,height)
end
idle_duration = idle_duration or 6
mobkit.lq_idle(self,random(ceil(idle_duration*0.5),idle_duration))
end
function mobkit.hq_roam(self,prty)
local func=function(self)
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local neighbor = random(8)
local height, tpos, liquidflag = mobkit.is_neighbor_node_reachable(self,neighbor)
if height and not liquidflag then mobkit.dumbstep(self,height,tpos,0.3) end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_follow0(self,tgtobj) -- probably delete this one
local func = function(self)
if not tgtobj then return true end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
if vector.distance(pos,opos) > 3 then
local neighbor = mobkit.dir2neighbor(vector.direction(pos,opos))
if not neighbor then return true end --temp debug
local height, tpos = mobkit.is_neighbor_node_reachable(self,neighbor)
if height then mobkit.dumbstep(self,height,tpos)
else
for i=1,4 do --scan left
height, tpos = mobkit.is_neighbor_node_reachable(self,(8+neighbor-i-1)%8+1)
if height then mobkit.dumbstep(self,height,tpos)
break
end --scan right
height, tpos = mobkit.is_neighbor_node_reachable(self,(neighbor+i-1)%8+1)
if height then mobkit.dumbstep(self,height,tpos)
break
end
end
end
else
mobkit.lq_idle(self,1)
end
end
end
mobkit.queue_high(self,func,0)
end
function mobkit.hq_follow(self,prty,tgtobj)
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
if vector.distance(pos,opos) > 3 then
mobkit.goto_next_waypoint(self,opos)
else
mobkit.lq_idle(self,1)
end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_goto(self,prty,tpos)
local func = function(self)
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
if vector.distance(pos,tpos) > 3 then
mobkit.goto_next_waypoint(self,tpos)
else
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_runfrom(self,prty,tgtobj)
local init=true
local timer=6
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if init then
timer = timer-self.dtime
if timer <=0 or vector.distance(self.object:get_pos(),tgtobj:get_pos()) < 8 then
mobkit.make_sound(self,'scared')
init=false
end
return
end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
if vector.distance(pos,opos) < self.view_range*1.1 then
local tpos = {x=2*pos.x - opos.x,
y=opos.y,
z=2*pos.z - opos.z}
mobkit.goto_next_waypoint(self,tpos)
else
self.object:set_velocity({x=0,y=0,z=0})
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_hunt(self,prty,tgtobj)
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
local dist = vector.distance(pos,opos)
if dist > self.view_range then
return true
elseif dist > 3 then
mobkit.goto_next_waypoint(self,opos)
else
mobkit.hq_attack(self,prty+1,tgtobj)
end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_warn(self,prty,tgtobj)
local timer=0
local tgttime = 0
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
local dist = vector.distance(pos,opos)
if dist > 11 then
return true
elseif dist < 4 or timer > 12 then -- too close man
-- mobkit.clear_queue_high(self)
mobkit.remember(self,'hate',tgtobj:get_player_name())
mobkit.hq_hunt(self,prty+1,tgtobj) -- priority
else
timer = timer+self.dtime
if mobkit.is_queue_empty_low(self) then
mobkit.lq_turn2pos(self,opos)
end
-- make noise in random intervals
if timer > tgttime then
mobkit.make_sound(self,'warn')
-- if self.sounds and self.sounds.warn then
-- minetest.sound_play(self.sounds.warn, {object=self.object})
-- end
tgttime = timer + 1.1 + random()*1.5
end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_die(self)
local timer = 5
local start = true
local func = function(self)
if start then
mobkit.lq_fallover(self)
self.logic = function(self) end -- brain dead as well
start=false
end
timer = timer-self.dtime
if timer < 0 then self.object:remove() end
end
mobkit.queue_high(self,func,100)
end
function mobkit.hq_attack(self,prty,tgtobj)
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if mobkit.is_queue_empty_low(self) then
local pos = mobkit.get_stand_pos(self)
-- local tpos = tgtobj:get_pos()
local tpos = mobkit.get_stand_pos(tgtobj)
local dist = vector.distance(pos,tpos)
if dist > 3 then
return true
else
mobkit.lq_turn2pos(self,tpos)
local height = tgtobj:is_player() and 0.35 or tgtobj:get_luaentity().height*0.6
if tpos.y+height>pos.y then
mobkit.lq_jumpattack(self,tpos.y+height-pos.y,tgtobj)
else
mobkit.lq_dumbwalk(self,mobkit.pos_shift(tpos,{x=random()-0.5,z=random()-0.5}))
end
end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_liquid_recovery(self,prty) -- scan for nearest land
local radius = 1
local yaw = 0
local func = function(self)
if not self.isinliquid then return true end
local pos=self.object:get_pos()
local vec = minetest.yaw_to_dir(yaw)
local pos2 = mobkit.pos_shift(pos,vector.multiply(vec,radius))
local height, liquidflag = mobkit.get_terrain_height(pos2)
if height and not liquidflag then
mobkit.hq_swimto(self,prty,pos2)
return true
end
yaw=yaw+pi*0.25
if yaw>2*pi then
yaw = 0
radius=radius+1
if radius > self.view_range then
self.hp = 0
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_swimto(self,prty,tpos)
local offset = self.object:get_properties().collisionbox[1]
local func = function(self)
-- if not self.isinliquid and mobkit.is_queue_empty_low(self) then return true end
if not self.isinliquid and self.isonground then return true end
-- local pos = self.object:get_pos()
local pos = mobkit.get_stand_pos(self)
local y=self.object:get_velocity().y
local pos2d = {x=pos.x,y=0,z=pos.z}
local dir=vector.normalize(vector.direction(pos2d,tpos))
local yaw = minetest.dir_to_yaw(dir)
if mobkit.timer(self,1) then
--perpendicular vectors: {-z,x};{z,-x}
local pos1 = mobkit.pos_shift(mobkit.pos_shift(pos,{x=-dir.z*offset,z=dir.x*offset}),dir)
local h,l = mobkit.get_terrain_height(pos1)
if h and h>pos.y then
mobkit.lq_freejump(self)
else
local pos2 = mobkit.pos_shift(mobkit.pos_shift(pos,{x=dir.z*offset,z=-dir.x*offset}),dir)
local h,l = mobkit.get_terrain_height(pos2)
if h and h>pos.y then
mobkit.lq_freejump(self)
end
end
elseif mobkit.turn2yaw(self,yaw) then
dir.y = y
self.object:set_velocity(dir)
end
end
mobkit.queue_high(self,func,prty)
end
---------------------
-- AQUATIC
---------------------
-- MACROS
local function aqua_radar_dumb(pos,yaw,range,reverse)
range = range or 4
local function okpos(p)
local node = mobkit.nodeatpos(p)
if node then
if node.drawtype == 'liquid' then
local nodeu = mobkit.nodeatpos(mobkit.pos_shift(p,{y=1}))
local noded = mobkit.nodeatpos(mobkit.pos_shift(p,{y=-1}))
if (nodeu and nodeu.drawtype == 'liquid') or (noded and noded.drawtype == 'liquid') then
return true
else
return false
end
else
local h,l = mobkit.get_terrain_height(p)
if h then
local node2 = mobkit.nodeatpos({x=p.x,y=h+1.99,z=p.z})
if node2 and node2.drawtype == 'liquid' then return true, h end
else
return false
end
end
else
return false
end
end
local fpos = mobkit.pos_translate2d(pos,yaw,range)
local ok,h = okpos(fpos)
if not ok then
local ffrom, fto, fstep
if reverse then
ffrom, fto, fstep = 3,1,-1
else
ffrom, fto, fstep = 1,3,1
end
for i=ffrom, fto, fstep do
local ok,h = okpos(mobkit.pos_translate2d(pos,yaw+i,range))
if ok then return yaw+i,h end
ok,h = okpos(mobkit.pos_translate2d(pos,yaw-i,range))
if ok then return yaw-i,h end
end
return yaw+pi,h
else
return yaw, h
end
end
function mobkit.is_in_deep(target)
if not target then return false end
local nodepos = mobkit.get_stand_pos(target)
local node1 = mobkit.nodeatpos(nodepos)
nodepos.y=nodepos.y+1
local node2 = mobkit.nodeatpos(nodepos)
nodepos.y=nodepos.y-2
local node3 = mobkit.nodeatpos(nodepos)
if node1 and node2 and node1.drawtype=='liquid' and (node2.drawtype=='liquid' or node3.drawtype=='liquid') then
return true
end
end
-- HQ behaviors
function mobkit.hq_aqua_roam(self,prty,speed)
local tyaw = 0
local init = true
local prvscanpos = {x=0,y=0,z=0}
local center = self.object:get_pos()
local func = function(self)
if init then
mobkit.animate(self,'def')
init = false
end
local pos = mobkit.get_stand_pos(self)
local yaw = self.object:get_yaw()
local scanpos = mobkit.get_node_pos(mobkit.pos_translate2d(pos,yaw,speed))
if not vector.equals(prvscanpos,scanpos) then
prvscanpos=scanpos
local nyaw,height = aqua_radar_dumb(pos,yaw,speed,true)
if height and height > pos.y then
local vel = self.object:get_velocity()
vel.y = vel.y+1
self.object:set_velocity(vel)
end
if yaw ~= nyaw then
tyaw=nyaw
mobkit.hq_aqua_turn(self,prty+1,tyaw,speed)
return
end
end
if mobkit.timer(self,1) then
if vector.distance(pos,center) > abr*16*0.5 then
tyaw = minetest.dir_to_yaw(vector.direction(pos,{x=center.x+random()*10-5,y=center.y,z=center.z+random()*10-5}))
else
if random(10)>=9 then tyaw=tyaw+random()*pi - pi*0.5 end
end
end
mobkit.turn2yaw(self,tyaw,3)
-- local yaw = self.object:get_yaw()
mobkit.go_forward_horizontal(self,speed)
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_aqua_turn(self,prty,tyaw,speed)
local func = function(self)
local finished=mobkit.turn2yaw(self,tyaw)
-- local yaw = self.object:get_yaw()
mobkit.go_forward_horizontal(self,speed)
if finished then return true end
end
mobkit.queue_high(self,func,prty)
end
function mobkit.hq_aqua_attack(self,prty,tgtobj,speed)
local tyaw = 0
local prvscanpos = {x=0,y=0,z=0}
local init = true
local tgtbox = tgtobj:get_properties().collisionbox
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if init then
mobkit.animate(self,'fast')
mobkit.make_sound(self,'attack')
init = false
end
local pos = mobkit.get_stand_pos(self)
local yaw = self.object:get_yaw()
local scanpos = mobkit.get_node_pos(mobkit.pos_translate2d(pos,yaw,speed))
if not vector.equals(prvscanpos,scanpos) then
prvscanpos=scanpos
local nyaw,height = aqua_radar_dumb(pos,yaw,speed*0.5)
if height and height > pos.y then
local vel = self.object:get_velocity()
vel.y = vel.y+1
self.object:set_velocity(vel)
end
if yaw ~= nyaw then
tyaw=nyaw
mobkit.hq_aqua_turn(self,prty+1,tyaw,speed)
return
end
end
local tpos = tgtobj:get_pos()
local tyaw=minetest.dir_to_yaw(vector.direction(pos,tpos))
mobkit.turn2yaw(self,tyaw,3)
local yaw = self.object:get_yaw()
if mobkit.timer(self,1) then
if not mobkit.is_in_deep(tgtobj) then return true end
local vel = self.object:get_velocity()
if tpos.y>pos.y+0.5 then self.object:set_velocity({x=vel.x,y=vel.y+0.5,z=vel.z})
elseif tpos.y<pos.y-0.5 then self.object:set_velocity({x=vel.x,y=vel.y-0.5,z=vel.z}) end
end
if mobkit.is_pos_in_box(mobkit.pos_translate2d(pos,yaw,self.attack.range),tpos,tgtbox) then --bite
tgtobj:punch(self.object,1,self.attack)
mobkit.hq_aqua_turn(self,prty,yaw-pi,speed)
return true
end
mobkit.go_forward_horizontal(self,speed)
end
mobkit.queue_high(self,func,prty)
end