Improve mgen_probab drop prevention

Code cleanup
This commit is contained in:
sapier 2014-07-12 18:56:05 +02:00
parent a60bd54ad0
commit 41789b71be
2 changed files with 150 additions and 47 deletions

View File

@ -38,9 +38,12 @@ function direction_control.changeaccel(pos,entity,current_velocity)
local maxtries = 5
local old_quality = environment.pos_quality(pos,entity)
local new_accel = direction_control.get_random_acceleration(entity.data.movement.min_accel,
entity.data.movement.max_accel,entity.object:getyaw(),0)
local pos_predicted = movement_generic.predict_next_block(pos,current_velocity,new_accel)
local new_accel =
direction_control.get_random_acceleration(
entity.data.movement.min_accel,
entity.data.movement.max_accel,entity.object:getyaw(),0)
local pos_predicted =
movement_generic.predict_next_block(pos,current_velocity,new_accel)
local new_quality = environment.pos_quality(pos_predicted,entity)
local prefered_state =
@ -59,13 +62,17 @@ function direction_control.changeaccel(pos,entity,current_velocity)
--don't loop forever get to save mode and try next time
if maxtries <= 0 then
dbg_mobf.pmovement_lvl1("MOBF: Aborting acceleration finding for this cycle due to max retries")
dbg_mobf.pmovement_lvl1(
"MOBF: Aborting acceleration finding for this cycle due to max retries")
if state == "collision_jumpable" then
dbg_mobf.movement_lvl1("Returning "..printpos(new_accel).." as new accel as mob may jump")
dbg_mobf.movement_lvl1("Returning "
..printpos(new_accel).." as new accel as mob may jump")
return new_accel
end
dbg_mobf.pmovement_lvl1("MOBF: Didn't find a suitable acceleration stopping movement: " .. entity.data.name .. printpos(pos))
dbg_mobf.pmovement_lvl1(
"MOBF: Didn't find a suitable acceleration stopping movement: "
.. entity.data.name .. printpos(pos))
entity.object:setvelocity({x=0,y=0,z=0})
entity.dynamic_data.movement.started = false
--don't slow down mob
@ -109,9 +116,13 @@ function direction_control.changeaccel(pos,entity,current_velocity)
end
--try another acceleration
new_accel = direction_control.get_random_acceleration(entity.data.movement.min_accel,
entity.data.movement.max_accel,entity.object:getyaw(),1.57)
pos_predicted = movement_generic.predict_next_block(pos,current_velocity,new_accel)
new_accel =
direction_control.get_random_acceleration(
entity.data.movement.min_accel,
entity.data.movement.max_accel,
entity.object:getyaw(),1.57)
pos_predicted =
movement_generic.predict_next_block(pos,current_velocity,new_accel)
local prefered_state =
@ -142,7 +153,8 @@ end
--! @param minrotation minimum rotation to perform
--! @return x/y/z acceleration
-------------------------------------------------------------------------------
function direction_control.get_random_acceleration(minaccel,maxaccel,current_yaw, minrotation)
function direction_control.get_random_acceleration(
minaccel,maxaccel,current_yaw, minrotation)
local direction = 1
if math.random() < 0.5 then
@ -155,7 +167,8 @@ function direction_control.get_random_acceleration(minaccel,maxaccel,current_yaw
local orientation_delta = mobf_gauss(math.pi/6,1/2)
--calculate new acceleration
local new_direction = current_yaw + ((minrotation + orientation_delta) * direction)
local new_direction =
current_yaw + ((minrotation + orientation_delta) * direction)
local new_accel = mobf_calc_vector_components(new_direction,rand_accel)
@ -182,7 +195,8 @@ end
--! @param pos_predicted_quality quality of predicted position
--! @return movement_state is changed!
-------------------------------------------------------------------------------
function direction_control.precheck_movement(entity,movement_state,pos_predicted,pos_predicted_quality)
function direction_control.precheck_movement(
entity,movement_state,pos_predicted,pos_predicted_quality)
if movement_state.changed then
--someone already changed something
@ -190,12 +204,13 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
end
local prefered_quality =
environment.evaluate_state( pos_predicted_quality, LT_GOOD_POS)
environment.evaluate_state(pos_predicted_quality, LT_GOOD_POS)
-- ok predicted pos isn't as good as we'd wanted it to be let's find out why
if not prefered_quality then
local mob_is_safe = environment.evaluate_state( pos_predicted_quality,LT_SAFE_POS)
local mob_is_safe =
environment.evaluate_state(pos_predicted_quality, LT_SAFE_POS)
if movement_state.current_quality == nil then
movement_state.current_quality = environment.pos_quality(
@ -204,19 +219,27 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
)
end
if environment.compare_state(movement_state.current_quality,pos_predicted_quality) > 0 and
if environment.compare_state(
movement_state.current_quality,
pos_predicted_quality) > 0
and
pos_predicted_quality.media_quality == MQ_IN_MEDIA then
--movement state is better than old one so we're fine
return
end
local walking_at_edge =
environment.evaluate_state( pos_predicted_quality,LT_SAFE_EDGE_POS)
environment.evaluate_state(pos_predicted_quality, LT_SAFE_EDGE_POS)
if walking_at_edge then
--mob center still on ground but at worst walking at edge, do nothing
return
end
if (pos_predicted_quality.geometry_quality == GQ_NONE) then
dbg_mobf.pmovement_lvl2("MOBF: mob " .. entity.data.name .. " is dropping")
return
end
local drop_pending =
(pos_predicted_quality.geometry_quality <= GQ_PARTIAL and
@ -224,16 +247,20 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
pos_predicted_quality.surface_quality_min <= SQ_WATER
if drop_pending then
dbg_mobf.pmovement_lvl2("MOBF: mob " .. entity.data.name .. " is going to walk on water or drop")
dbg_mobf.pmovement_lvl2(
"MOBF: mob " .. entity.data.name
.. " is going to walk on water or drop")
local new_pos = environment.get_pos_same_level(movement_state.basepos,1,entity,
local new_pos =
environment.get_pos_same_level(movement_state.basepos,1,entity,
function(quality)
return environment.evaluate_state(quality,LT_SAFE_EDGE_POS)
end
)
if new_pos == nil then
dbg_mobf.pmovement_lvl2("MOBF: mob " .. entity.data.name .. " trying edge pos")
dbg_mobf.pmovement_lvl2(
"MOBF: mob " .. entity.data.name .. " trying edge pos")
new_pos = environment.get_pos_same_level(movement_state.basepos,1,entity,
function(quality)
return environment.evaluate_state(quality,LT_EDGE_POS)
@ -242,39 +269,94 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
end
if new_pos == nil then
dbg_mobf.pmovement_lvl2("MOBF: mob " .. entity.data.name .. " trying relaxed surface")
dbg_mobf.pmovement_lvl2(
"MOBF: mob " .. entity.data.name .. " trying relaxed surface")
new_pos = environment.get_pos_same_level(movement_state.basepos,1,entity,
function(quality)
return environment.evaluate_state(quality,LT_EDGE_POS_GOOD_CENTER)
return environment.evaluate_state(quality,
LT_EDGE_POS_GOOD_CENTER)
end
)
end
if new_pos == nil then
dbg_mobf.pmovement_lvl2("MOBF: mob " .. entity.data.name .. " trying even more relaxed surface")
dbg_mobf.pmovement_lvl2(
"MOBF: mob " .. entity.data.name
.. " trying even more relaxed surface")
new_pos = environment.get_pos_same_level(movement_state.basepos,1,entity,
function(quality)
return environment.evaluate_state(quality,LT_EDGE_POS_POSSIBLE_CENTER)
return environment.evaluate_state(quality,
LT_EDGE_POS_POSSIBLE_CENTER)
end
)
end
if new_pos ~= nil then
dbg_mobf.pmovement_lvl2("MOBF: redirecting to safe position .. " .. printpos(new_pos))
movement_state.accel_to_set = movement_generic.get_accel_to(new_pos,entity)
movement_state.changed = true
return
else
--no suitable pos found, if mob is safe atm just stop it
if mob_is_safe then
dbg_mobf.pmovement_lvl2(
"MOBF: trying to redirect to safe position .. " .. printpos(new_pos))
local speedfactor = 0.1
local speed_found = false
repeat
movement_state.accel_to_set =
movement_generic.get_accel_to(new_pos, entity, nil,
entity.data.movement.max_accel*speedfactor)
local next_pos =
movement_generic.predict_next_block(
movement_state.basepos,
movement_state.current_velocity,
movement_state.accel_to_set)
local next_quality = environment.pos_quality(
next_pos,
entity
)
if environment.evaluate_state(next_quality,
LT_EDGE_POS_POSSIBLE_CENTER) then
speed_found = true
end
speedfactor = speedfactor +0.1
until ( speedfactor > 1 or speed_found)
if speed_found then
dbg_mobf.pmovement_lvl2("MOBF: redirecting to safe position .. "
.. printpos(new_pos))
movement_state.changed = true
return
end
end
--no suitable pos found, if mob is safe atm just stop it
if mob_is_safe then
if movement_state.current_quality == GQ_FULL then
local targetpos = {x= movement_state.basepos.x,
y=movement_state.basepos.y,
z=movement_state.basepos.z}
targetpos.x = targetpos.x - movement_state.current_velocity.x
targetpos.z = targetpos.z - movement_state.current_velocity.z
movement_state.accel_to_set =
movement_generic.get_accel_to(targetpos, entity, nil,
entity.data.movement.min_accel)
dbg_mobf.pmovement_lvl2(
"MOBF: no suitable pos found but at good pos, slowing down")
movement_state.changed = true
return
else --stopp immediatlely
entity.object:setvelocity({x=0,y=0,z=0})
movement_state.accel_to_set = {x=0,y=nil,z=0}
dbg_mobf.pmovement_lvl2("MOBF: no suitable pos found stopping at safe pos")
dbg_mobf.pmovement_lvl2(
"MOBF: no suitable pos found stopping at safe pos")
movement_state.changed = true
return
end
end
dbg_mobf.pmovement_lvl2("MOBF: mob " .. entity.data.name .. " didn't find a way to fix drop trying random")
dbg_mobf.pmovement_lvl2("MOBF: mob " .. entity.data.name ..
" didn't find a way to fix drop trying random")
--make mgen change direction randomly
movement_state.force_change = true
return
@ -291,7 +373,9 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
environment.get_suitable_pos_same_level(movement_state.basepos,1,entity)
if new_pos == nil then
new_pos = environment.get_suitable_pos_same_level(movement_state.basepos,1,entity,true)
new_pos =
environment.get_suitable_pos_same_level(
movement_state.basepos,1,entity,true)
end
--there is at least one direction to go
@ -301,7 +385,8 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
local new_predicted_state = nil
local new_predicted_pos = nil
for i=1,5,1 do
movement_state.accel_to_set = movement_generic.get_accel_to(new_pos,entity)
movement_state.accel_to_set =
movement_generic.get_accel_to(new_pos,entity)
--TODO check if acceleration is enough
new_predicted_pos =
movement_generic.predict_enter_next_block( entity,
@ -322,7 +407,8 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
dbg_mobf.pmovement_lvl2("MOBF: mob " ..entity.data.name
.. " acceleration not enough to avoid collision try to jump")
if math.random() <
( entity.dynamic_data.movement.mpattern.jump_up * PER_SECOND_CORRECTION_FACTOR) then
( entity.dynamic_data.movement.mpattern.jump_up *
PER_SECOND_CORRECTION_FACTOR) then
local upper_pos = {
x= pos_predicted.x,
y= pos_predicted.y +1,
@ -390,13 +476,16 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
min_center_surface=nil })
if suboptimal_surface then
dbg_mobf.pmovement_lvl2("MOBF: suboptimal positiond detected trying to find better pos")
dbg_mobf.pmovement_lvl2(
"MOBF: suboptimal positiond detected trying to find better pos")
--try to find a better position at same level
local new_pos =
environment.get_suitable_pos_same_level(movement_state.basepos,1,entity)
environment.get_suitable_pos_same_level(
movement_state.basepos,1,entity)
if new_pos ~= nil then
dbg_mobf.pmovement_lvl2("MOBF: redirecting to better position .. " .. printpos(new_pos))
dbg_mobf.pmovement_lvl2(
"MOBF: redirecting to better position .. " .. printpos(new_pos))
movement_state.accel_to_set = movement_generic.get_accel_to(new_pos,entity)
movement_state.changed = true
return
@ -417,17 +506,23 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
min_center_surface=nil })
if geom_ok and
pos_predicted_quality.surface_quality_max == SQ_WRONG then
dbg_mobf.pmovement_lvl2("MOBF: wrong surface detected trying to find better pos")
dbg_mobf.pmovement_lvl2(
"MOBF: wrong surface detected trying to find better pos")
local new_pos =
environment.get_suitable_pos_same_level(movement_state.basepos,1,entity)
environment.get_suitable_pos_same_level(
movement_state.basepos,1,entity)
if new_pos == nil then
new_pos = environment.get_suitable_pos_same_level(movement_state.basepos,2,entity)
new_pos =
environment.get_suitable_pos_same_level(
movement_state.basepos,2,entity)
end
if new_pos ~= nil then
dbg_mobf.pmovement_lvl2("MOBF: redirecting to better position .. " .. printpos(new_pos))
movement_state.accel_to_set = movement_generic.get_accel_to(new_pos,entity)
dbg_mobf.pmovement_lvl2(
"MOBF: redirecting to better position .. " .. printpos(new_pos))
movement_state.accel_to_set =
movement_generic.get_accel_to(new_pos,entity)
movement_state.changed = true
return
else
@ -437,7 +532,8 @@ function direction_control.precheck_movement(entity,movement_state,pos_predicted
end
end
mobf_print("Unhandled suboptimal state:" .. pos_predicted_quality.tostring(pos_predicted_quality))
dbg_mobf.pmovement_lvl2("MOBF: Unhandled suboptimal state:"
.. pos_predicted_quality.tostring(pos_predicted_quality))
movement_state.force_change = true
end
end
@ -455,7 +551,9 @@ end
function direction_control.random_movement_handler(entity,movement_state)
dbg_mobf.pmovement_lvl3("MOBF: random movement handler called")
local rand_value = math.random()
local max_value = entity.dynamic_data.movement.mpattern.random_acceleration_change * PER_SECOND_CORRECTION_FACTOR
local max_value =
entity.dynamic_data.movement.mpattern.random_acceleration_change
* PER_SECOND_CORRECTION_FACTOR
if movement_state.changed == false and
(rand_value < max_value or
movement_state.force_change) then

View File

@ -23,7 +23,7 @@ movement_generic = {}
--!@}
-------------------------------------------------------------------------------
-- @function [parent=#movement_generic] get_accel_to(new_pos,entity,ymovement)
-- @function [parent=#movement_generic] get_accel_to(new_pos,entity,ymovement,accel)
--
--! @brief calculate a random speed directed to new_pos
--
@ -54,8 +54,13 @@ function movement_generic.get_accel_to(new_pos,entity,ymovement)
local xz_direction =
mobf_calc_yaw(new_pos.x-old_pos.x,new_pos.z-old_pos.z)
local absolute_accel = nil
--find a new speed
local absolute_accel = minaccel + (maxaccel - minaccel) * math.random()
if accel == nil then
absolute_accel = minaccel + (maxaccel - minaccel) * math.random()
else
absolute_accel = accel
end
local new_accel_vector = nil