Use better algorithm for correcting too fast mob movement

This commit is contained in:
sapier 2013-12-16 18:32:40 +01:00
parent 65b0f4739a
commit 73fb95bfb4

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@ -1,8 +1,8 @@
-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
--
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- copyright notice.
-- And of course you are NOT allow to pretend you have written it.
--
--! @file main_follow.lua
@ -12,10 +12,10 @@
--! @date 2012-08-09
--
--! @defgroup mgen_follow MGEN: follow movement generator
--! @brief A movement generator creating movement that trys to follow a moving
--! @brief A movement generator creating movement that trys to follow a moving
--! target or reach a given point on map
--! @ingroup framework_int
--! @{
--! @{
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
@ -51,21 +51,21 @@ mgen_follow.name = "follow_mov_gen"
function mgen_follow.identify_movement_state(ownpos,targetpos)
mobf_assert_backtrace(ownpos ~= nil)
mobf_assert_backtrace(targetpos ~= nil)
local same_height_delta = 0.1
local los = mobf_line_of_sight(ownpos,targetpos)
if ownpos.y > targetpos.y - same_height_delta and
ownpos.y < targetpos.y + same_height_delta then
if los then
return "same_height_los"
else
return "same_height_no_los"
end
end
if ownpos.y < targetpos.y then
if los then
return "below_los"
@ -81,7 +81,7 @@ function mgen_follow.identify_movement_state(ownpos,targetpos)
return "above_no_los"
end
end
return "unknown"
end
@ -103,14 +103,14 @@ function mgen_follow.handleteleport(entity,now,targetpos)
if (entity.dynamic_data.movement.last_next_to_target ~= nil ) then
local time_since_next_to_target =
now - entity.dynamic_data.movement.last_next_to_target
dbg_mobf.fmovement_lvl3("MOBF: time since next to target: " .. time_since_next_to_target ..
dbg_mobf.fmovement_lvl3("MOBF: time since next to target: " .. time_since_next_to_target ..
" delay: " .. dump(entity.data.movement.teleportdelay) ..
" teleportsupport: " .. dump(entity.dynamic_data.movement.teleportsupport))
if (entity.dynamic_data.movement.teleportsupport) and
time_since_next_to_target > entity.data.movement.teleportdelay then
--check targetpos try to playe above if not valid
local maxoffset = 5
local current_offset = 0
@ -123,9 +123,9 @@ function mgen_follow.handleteleport(entity,now,targetpos)
print("MOBF: teleport target within block trying above: " .. current_offset)
current_offset = current_offset +1
end
targetpos.y = targetpos.y + current_offset
--adjust to collisionbox of mob
if entity.collisionbox[2] < -0.5 then
targetpos.y = targetpos.y - (entity.collisionbox[2] + 0.49)
@ -153,20 +153,20 @@ end
function mgen_follow.callback(entity,now)
dbg_mobf.fmovement_lvl3("MOBF: Follow mgen callback called")
if entity == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: called movement gen without entity!")
return
end
if entity.dynamic_data == nil or
entity.dynamic_data.movement == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: >" ..entity.data.name .. "< removed=" .. dump(entity.removed) .. " entity=" .. tostring(entity) .. " probab movement callback")
return
end
local follow_speedup = {x=10,y=2,z=10 }
if entity.data.movement.follow_speedup ~= nil then
if type(entity.data.movement.follow_speedup) == "table" then
follow_speedup = entity.data.movement.follow_speedup
@ -175,17 +175,17 @@ function mgen_follow.callback(entity,now)
follow_speedup.z= entity.data.movement.follow_speedup
end
end
--check max speed limit
mgen_follow.checkspeed(entity)
--check environment
local basepos = entity.getbasepos(entity)
local pos_quality = environment.pos_quality(basepos,entity)
if environment.evaluate_state(pos_quality, LT_GOOD_POS) or
(entity.data.movement.canfly and
(entity.data.movement.canfly and
environment.evaluate_state(pos_quality,LT_GOOD_FLY_POS)) then
local toset = {
x= basepos.x,
@ -194,21 +194,21 @@ function mgen_follow.callback(entity,now)
--save known good position
entity.dynamic_data.movement.last_pos_in_env = toset
end
if pos_quality.media_quality == MQ_IN_AIR or -- wrong media
pos_quality.media_quality == MQ_IN_WATER or -- wrong media
pos_quality.geometry_quality == GQ_NONE or -- no ground contact (TODO this was drop above water before)
pos_quality.surface_quality_min == SQ_WATER then -- above water
if entity.dynamic_data.movement.invalid_env_count == nil then
entity.dynamic_data.movement.invalid_env_count = 0
end
entity.dynamic_data.movement.invalid_env_count =
entity.dynamic_data.movement.invalid_env_count =
entity.dynamic_data.movement.invalid_env_count + 1
--don't change at first invalid pos but give some steps to cleanup by
--other less invasive mechanisms
if entity.dynamic_data.movement.invalid_env_count > 10 then
@ -218,7 +218,7 @@ function mgen_follow.callback(entity,now)
basepos = entity.getbasepos(entity)
else
local newpos = environment.get_suitable_pos_same_level(basepos,1,entity,true)
if newpos == nil then
newpos = environment.get_suitable_pos_same_level( {
x=basepos.x,
@ -226,7 +226,7 @@ function mgen_follow.callback(entity,now)
z=basepos.z }
,1,entity,true)
end
if newpos == nil then
newpos = environment.get_suitable_pos_same_level( {
x=basepos.x,
@ -234,7 +234,7 @@ function mgen_follow.callback(entity,now)
z=basepos.z }
,1,entity,true)
end
if newpos == nil then
dbg_mobf.fmovement_lvl1("MOBF: no way to fix it removing mob")
spawning.remove(entity,"mgen_follow poscheck")
@ -248,116 +248,116 @@ function mgen_follow.callback(entity,now)
else
entity.dynamic_data.movement.invalid_env_count = 0
end
if pos_quality.level_quality ~= LQ_OK and
if pos_quality.level_quality ~= LQ_OK and
entity.data.movement.canfly then
local current_accel = entity.object:getacceleration()
if pos_quality.level_quality == LQ_ABOVE then
if current_accel.y >= 0 then
current_accel.y = - entity.data.movement.max_accel
end
end
if pos_quality.level_quality == LQ_BELOW then
local current_accel = entity.object:getacceleration()
if current_accel.y <= 0 then
current_accel.y = entity.data.movement.max_accel
end
end
entity.object:setacceleration(current_accel)
return
end
--fixup height fixup
if entity.data.movement.canfly then
local current_accel = entity.object:getacceleration()
if current_accel.y ~= 0 then
current_accel.y = 0
entity.object:setacceleration(current_accel)
end
end
if entity.dynamic_data.movement.target ~= nil or
entity.dynamic_data.movement.guardspawnpoint then
dbg_mobf.fmovement_lvl3("MOBF: Target available")
--calculate distance to target
local targetpos = nil
if entity.dynamic_data.movement.target ~= nil then
dbg_mobf.fmovement_lvl3("MOBF: have moving target")
if not mobf_is_pos(entity.dynamic_data.movement.target) then
targetpos = entity.dynamic_data.movement.target:getpos()
else
targetpos = entity.dynamic_data.movement.target
end
end
if targetpos == nil and
entity.dynamic_data.movement.guardspawnpoint == true then
dbg_mobf.fmovement_lvl3("MOBF: non target selected")
targetpos = entity.dynamic_data.spawning.spawnpoint
targetpos = entity.dynamic_data.spawning.spawnpoint
end
if targetpos == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF: " .. entity.data.name
.. " don't have targetpos "
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF: " .. entity.data.name
.. " don't have targetpos "
.. "SP: " .. dump(entity.dynamic_data.spawning.spawnpoint)
.. " TGT: " .. dump(entity.dynamic_data.movement.target))
return
end
local distance = mobf_calc_distance(basepos,targetpos)
if mobf_line_of_sight({x=basepos.x,y=basepos.y+1,z=basepos.z},
{x=targetpos.x,y=targetpos.y+1,z=targetpos.z}) == false then
dbg_mobf.fmovement_lvl3("MOBF: no line of sight")
--TODO teleport support?
--TODO other ways to handle this?
--return
--return
end
--dbg_mobf.fmovement_lvl3("MOBF: line of sight")
local max_distance = entity.dynamic_data.movement.max_distance
if max_distance == nil then
max_distance = 1
end
--check if mob needs to move towards target
dbg_mobf.fmovement_lvl3("MOBF: max distance is set to : "
dbg_mobf.fmovement_lvl3("MOBF: max distance is set to : "
.. max_distance .. " dist: " .. distance)
if distance > max_distance then
entity.dynamic_data.movement.was_moving_last_step = true
if mgen_follow.handleteleport(entity,now,targetpos) then
return
end
dbg_mobf.fmovement_lvl3("MOBF: distance:" .. distance)
local current_state =
mgen_follow.identify_movement_state(basepos,targetpos)
local handled = false
if handled == false and
if handled == false and
(current_state == "same_height_los" or
current_state == "above_los" or
current_state == "above_no_los" ) then
dbg_mobf.fmovement_lvl3("MOBF: \t Case 1: " .. current_state)
local accel_to_set =
movement_generic.get_accel_to(targetpos,entity,true)
handled =
handled =
mgen_follow.set_acceleration(entity,
accel_to_set,
follow_speedup,
basepos)
end
if handled == false and
(current_state == "below_los" or
current_state == "below_no_los" or
@ -365,23 +365,23 @@ function mgen_follow.callback(entity,now)
dbg_mobf.fmovement_lvl3("MOBF: \t Case 2: " .. current_state)
local accel_to_set =
movement_generic.get_accel_to(targetpos,entity)
--seems to be a flying mob
if (accel_to_set.y >0) then
handled =
handled =
mgen_follow.set_acceleration(entity,
accel_to_set,
follow_speedup,
basepos)
else
local current_velocity = entity.object:getvelocity()
local predicted_pos =
local predicted_pos =
movement_generic.predict_next_block(basepos,
current_velocity,
accel_to_set)
--TODO replace by quality based mechanism!!!!!!!------------
local pos_state =
local pos_state =
environment.pos_is_ok(predicted_pos,entity)
if pos_state == "collision_jumpable" then
local pos_to_set = entity.object:getpos()
@ -390,11 +390,11 @@ function mgen_follow.callback(entity,now)
basepos.y=basepos.y+1.1
end
------------------------------------------------------------
dbg_mobf.fmovement_lvl3("MOBF: setting acceleration to: "
dbg_mobf.fmovement_lvl3("MOBF: setting acceleration to: "
.. printpos(accel_to_set) .. " predicted_state: "
.. pos_state);
handled =
handled =
mgen_follow.set_acceleration(entity,
accel_to_set,
follow_speedup,
@ -418,16 +418,16 @@ function mgen_follow.callback(entity,now)
local yaccel = environment.get_default_gravity(basepos,
entity.environment.media,
entity.data.movement.canfly)
dbg_mobf.fmovement_lvl3("MOBF: next to target")
entity.object:setvelocity({x=0,y=0,z=0})
entity.object:setacceleration({x=0,y=yaccel,z=0})
entity.dynamic_data.movement.last_next_to_target = now
end
end
else
--TODO evaluate if this is an error case
--TODO evaluate if this is an error case
end
end
@ -440,17 +440,17 @@ end
-------------------------------------------------------------------------------
function mgen_follow.next_block_ok(entity,pos,acceleration,velocity)
local current_velocity = velocity
if current_velocity == nil then
current_velocity = entity.object:getvelocity()
end
local predicted_pos = movement_generic.predict_next_block(pos,current_velocity,acceleration)
local quality = environment.pos_quality(predicted_pos,entity)
return (
(quality.media_quality == MQ_IN_MEDIA) and
(quality.media_quality == MQ_IN_MEDIA) and
(quality.level_quality == LQ_OK) and
(
(quality.surface_quality_min == Q_UNKNOWN) or
@ -491,18 +491,18 @@ function mgen_follow.init_dynamic_data(entity,now)
max_distance = entity.data.movement.max_distance,
invalid_env_count = 0,
}
if entity.data.movement.guardspawnpoint ~= nil and
entity.data.movement.guardspawnpoint then
dbg_mobf.fmovement_lvl3("MOBF: setting guard point to: " .. printpos(entity.dynamic_data.spawning.spawnpoint))
data.guardspawnpoint = true
end
if entity.data.movement.teleportdelay~= nil then
data.last_next_to_target = now
data.teleportsupport = true
end
entity.dynamic_data.movement = data
end
@ -519,22 +519,26 @@ function mgen_follow.checkspeed(entity)
local current_velocity = entity.object:getvelocity()
local xzspeed =
local xzspeed =
mobf_calc_scalar_speed(current_velocity.x,current_velocity.z)
if (xzspeed > entity.data.movement.max_speed) then
--preserver orientation when correcting speed
local dir = mobf_calc_yaw(current_velocity.x,current_velocity.z)
local velocity_to_set = mobf_calc_vector_components(dir,entity.data.movement.max_speed * 0.25)
velocity_to_set.y=current_velocity.y
entity.object:setvelocity(velocity_to_set)
local direction = mobf_calc_yaw(current_velocity.x,
current_velocity.z)
--reduce speed to 90% of current speed
local new_speed = mobf_calc_vector_components(direction,xzspeed*0.9)
local current_accel = entity.object:getacceleration()
new_speed.y = current_velocity.y
entity.object:setvelocity(new_speed)
entity.object:setacceleration({x=0,y=current_accel.y,z=0})
return true
end
return false
end
@ -554,7 +558,7 @@ function mgen_follow.set_acceleration(entity,accel,speedup,pos)
accel.x = accel.x*speedup.x
accel.z = accel.z*speedup.z
if entity.data.movement.canfly then
accel.y = accel.y*speedup.y
end
@ -571,7 +575,7 @@ function mgen_follow.set_acceleration(entity,accel,speedup,pos)
else
local current_velocity = entity.object:getvelocity()
current_velocity.y = 0
if mgen_follow.next_block_ok(entity,pos,{x=0,y=0,z=0},current_velocity) then
accel_to_set = {x=0,y=0,z=0}
entity.object:setvelocity(current_velocity)
@ -579,11 +583,11 @@ function mgen_follow.set_acceleration(entity,accel,speedup,pos)
return true
end
end
dbg_mobf.fmovement_lvl1(
"MOBF: \t acceleration " .. printpos(accel) ..
" would result in invalid position not applying!")
return false
end