------------------------------------------------------------------------------- -- Mob Framework Mod by Sapier -- -- You may copy, use, modify or do nearly anything except removing this -- copyright notice. -- And of course you are NOT allow to pretend you have written it. -- --! @file main_follow.lua --! @brief component containing a targeted movement generator --! @copyright Sapier --! @author Sapier --! @date 2012-08-09 -- --! @defgroup mgen_follow Follow movement generator --! @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 ------------------------------------------------------------------------------- --! @class mgen_follow --! @brief a movement generator trying to follow or reach a target mgen_follow = {} --!@} --! @brief movement generator identifier --! @memberof mgen_follow mgen_follow.name = "follow_mov_gen" ------------------------------------------------------------------------------- -- name: identify_movement_state(ownpos,targetpos) -- --! @brief check what situation we are --! @memberof mgen_follow -- --! @param ownpos position of entity --! @param targetpos position of target --! --! @return "below_los" --! "below_no_los" --! "same_height_los" --! "same_height_no_los" --! "above_los" --! "above_no_los" --! "unknown" ------------------------------------------------------------------------------- function mgen_follow.identify_movement_state(ownpos,targetpos) 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" else return "below_no_los" end end if ownpos.y > targetpos.y then if los then return "above_los" else return "above_no_los" end end return "unknown" end ------------------------------------------------------------------------------- -- name: handleteleport(entity,now) -- --! @brief handle teleportsupport --! @memberof mgen_follow -- --! @param entity mob to check for teleport --! @param now current time --! --! @return true/false finish processing ------------------------------------------------------------------------------- function mgen_follow.handleteleport(entity,now) 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 .. " 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 entity.object:setvelocity({x=0,y=0,z=0}) entity.object:setacceleration({x=0,y=0,z=0}) entity.object:moveto(targetpos) entity.dynamic_data.movement.last_next_to_target = now return true end end return false end ------------------------------------------------------------------------------- -- name: callback(entity,now) -- --! @brief main callback to make a mob follow its target --! @memberof mgen_follow -- --! @param entity mob to generate movement for --! @param now current time ------------------------------------------------------------------------------- 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 = 10 if entity.data.movement.follow_speedup ~= nil then follow_speedup = entity.data.movement.follow_speedup end --check max speed limit mgen_follow.checkspeed(entity) --check environment local basepos = entity.getbasepos(entity) local state = environment.pos_is_ok(basepos,entity) if state == "ok" then local toset = { x= basepos.x, y= basepos.y - 0.5 - entity.collisionbox[2], z= basepos.z } --save known good position entity.dynamic_data.movement.last_pos_in_env = toset end if not environment.possible_pos(entity,basepos) or state == "in_water" or state == "above_water" or state == "in_air" or state == "drop_above_water" then dbg_mobf.fmovement_lvl1("MOBF: followed to wrong place " .. state) if entity.dynamic_data.movement.last_pos_in_env ~= nil then entity.object:moveto(entity.dynamic_data.movement.last_pos_in_env) basepos = entity.getbasepos(entity) else local newpos = environment.get_suitable_pos_same_level(basepos,1,entity,true) if newpos == nil then spawning.remove(entity) else newpos.y = newpos.y - (entity.collisionbox[2] + 0.49) entity.object:moveto(newpos) basepos = entity.getbasepos(entity) end 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 = entity.dynamic_data.spawning.spawnpoint if entity.dynamic_data.movement.guardspawnpoint ~= true then dbg_mobf.fmovement_lvl3("MOBF: moving target selected") targetpos = entity.dynamic_data.movement.target:getpos() end local distance = mobf_calc_distance_2d(basepos,targetpos) local yaccel = environment.get_default_gravity(basepos, entity.environment.media, entity.data.movement.canfly) dbg_mobf.fmovement_lvl3("MOBF: default gravity is " .. yaccel ) 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 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 : " .. max_distance) if distance > max_distance then if mgen_follow.handleteleport(entity,now) 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 (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) accel_to_set.y = yaccel dbg_mobf.fmovement_lvl3("MOBF: setting acceleration to: " .. printpos(accel_to_set)); mgen_follow.set_acceleration(entity,accel_to_set,follow_speedup) handled = true end if handled == false and (current_state == "below_los" or current_state == "below_no_los" or current_state == "same_height_no_los" ) then dbg_mobf.fmovement_lvl3("MOBF: \t Case 2: " .. current_state) local accel_to_set = movement_generic.get_accel_to(targetpos,entity) accel_to_set.y = yaccel local current_velocity = entity.object:getvelocity() local predicted_pos = movement_generic.predict_next_block(basepos,current_velocity,accel_to_set) local pos_state = environment.pos_is_ok(predicted_pos,entity) if pos_state == "collision_jumpable" then local pos_to_set = entity.object:getpos() pos_to_set.y = pos_to_set.y + 1.1 entity.object:moveto(pos_to_set) end dbg_mobf.fmovement_lvl3("MOBF: setting acceleration to: " .. printpos(accel_to_set) .. " predicted_state: " .. pos_state); mgen_follow.set_acceleration(entity,accel_to_set,follow_speedup) handled = true end if handled == false then dbg_mobf.fmovement_lvl1("MOBF: \t Unexpected movement state: " .. current_state) end --nothing to do else dbg_mobf.fmovement_lvl3("MOBF: next to target") entity.object:setvelocity({x=0,y=0,z=0}) entity.object:setacceleration({x=0,y=0,z=0}) entity.dynamic_data.movement.last_next_to_target = now local dir = mobf_get_direction(basepos,targetpos) --update mob orientation if entity.mode == "3d" then entity.object:setyaw(mobf_calc_yaw(dir.x,dir.z)) else entity.object:setyaw(mobf_calc_yaw(dir.x,dir.z)) end end else --TODO evaluate if this is an error case end end ------------------------------------------------------------------------------- -- name: initialize() -- --! @brief initialize movement generator --! @memberof mgen_follow --! @public ------------------------------------------------------------------------------- function mgen_follow.initialize(entity,now) --intentionally empty end ------------------------------------------------------------------------------- -- name: init_dynamic_data(entity,now) -- --! @brief initialize dynamic data required by movement generator --! @memberof mgen_follow --! @public -- --! @param entity mob to initialize dynamic data --! @param now current time ------------------------------------------------------------------------------- function mgen_follow.init_dynamic_data(entity,now) local pos = entity.object:getpos() local data = { target = nil, guardspawnpoint = false, max_distance = entity.data.movement.max_distance, orientation_fix_needed = true, } 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 ------------------------------------------------------------------------------- -- name: checkspeed(entity) -- --! @brief check if mobs speed is within it's limits and correct if necessary --! @memberof mgen_follow --! @private -- --! @param entity mob to initialize dynamic data ------------------------------------------------------------------------------- function mgen_follow.checkspeed(entity) local current_velocity = entity.object:getvelocity() local xzspeed = math.sqrt(math.pow(current_velocity.x,2)+ math.pow(current_velocity.z,2)) 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) return true end return false end ------------------------------------------------------------------------------- -- name: set_acceleration(entity,accel,speedup) -- --! @brief apply acceleration to entity --! @memberof mgen_follow --! @private -- --! @param entity mob to apply to --! @param accel acceleration to set --! @param speedup speedup factor ------------------------------------------------------------------------------- function mgen_follow.set_acceleration(entity,accel,speedup) entity.object:setacceleration({x=accel.x*speedup, y=accel.y, z=accel.z*speedup}) end --register this movement generator registerMovementGen(mgen_follow.name,mgen_follow)