mobf_core/mobf/mob_state.lua
sapier 14c3c444f5 Add support for temporary applying a texture modifier on hit
Further improvements to get models with broken orientations really work
Make follow movegen place mob slightly above target position
2014-08-24 18:42:40 +02:00

707 lines
22 KiB
Lua

-------------------------------------------------------------------------------
-- 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 mob_state.lua
--! @brief component mob state transition handling
--! @copyright Sapier
--! @author Sapier
--! @date 2012-08-09
--
--! @defgroup mob_state State handling functions
--! @brief a component to do basic changes to mob on state change
--! @ingroup framework_int
--! @{
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
mobf_assert_backtrace(mob_state == nil)
--! @class mob_state
--! @brief state handling class
--! @}
mob_state = {}
mob_state.default_state_time = 30
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] initialize(entity,now)
--
--! @brief initialize state dynamic data
--! @memberof mob_state
--! @public
--
--! @param entity elemet to initialize state data
--! @param now current time
-------------------------------------------------------------------------------
function mob_state.initialize(entity,now)
dbg_mobf.mob_state_lvl3("MOBF: " .. entity.data.name
.. " initializing state dynamic data")
local state = {
current = "default",
time_to_next_change = 30,
locked = false,
enabled = false,
}
local sum_chances = 0
local state_count = 0
if entity.data.states ~= nil then
for s = 1, #entity.data.states , 1 do
sum_chances = sum_chances + entity.data.states[s].chance
if entity.data.states[s].name ~= "combat" and
entity.data.states[s].name ~= "default" then
state_count = state_count +1
end
end
end
--sanity check for state chances
if sum_chances > 1 then
minetest.log(LOGLEVEL_WARNING,"MOBF: Warning sum of state chances for mob "
.. entity.data.name .. " > 1")
end
--only enable state changeing if there is at least one state
if state_count > 0 then
state.enabled = true
end
entity.dynamic_data.state = state
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] get_state_by_name(entity,name)
--
--! @brief get a state by its name
--! @memberof mob_state
--! @public
--
--! @param entity elemet to look for state data
--! @param name of state
--!
--! @return state data or nil
-------------------------------------------------------------------------------
function mob_state.get_state_by_name(entity,name)
mobf_assert_backtrace(entity ~= nil and entity.data ~= nil)
for i=1, #entity.data.states, 1 do
if entity.data.states[i].name == name then
return entity.data.states[i]
end
end
return nil
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] lock(entity,value)
--
--! @brief disable random state changes for a mob
--! @memberof mob_state
--! @public
--
--! @param entity elemet to lock
--! @param value to set
-------------------------------------------------------------------------------
function mob_state.lock(entity,value)
if value ~= false and value ~= true then
return
end
if entity.dynamic_data.state == nil then
dbg_mobf.mob_state_lvl1("MOBF: unable to lock state for: "
.. entity.data.name .. " no state dynamic data present")
return
end
entity.dynamic_data.state.locked = value
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] callback(entity,now,dstep)
--
--! @brief callback handling state changes
--! @memberof mob_state
--! @public
--
--! @param entity elemet to look for state data
--! @param now current time
--! @param dstep time passed since last call
--
--! @return
-------------------------------------------------------------------------------
function mob_state.callback(entity,now,dstep)
--TODO find out if this needs to be replaced
-- if entity.dynamic_data.state == nil then
-- minetest.log(LOGLEVEL_ERRROR,"MOBF BUG: " .. entity.data.name
-- .. " mob state callback without mob dynamic data!")
-- mob_state.initialize(entity,now)
-- local default_state = mob_state.get_state_by_name(self,"default")
-- entity.dynamic_data.current_movement_gen = getMovementGen(default_state.movgen)
-- entity.dynamic_data.current_movement_gen.init_dynamic_data(entity,mobf_get_current_time())
-- entity = spawning.replace_entity(entity,entity.data.modname .. ":"..entity.data.name,true)
-- return true
-- end
--abort state change if current state is locked
if entity.dynamic_data.state.locked or
entity.dynamic_data.state.enabled == false then
dbg_mobf.mob_state_lvl3("MOBF: " .. entity.data.name
.. " state locked or no custom states definded ")
return true
end
entity.dynamic_data.state.time_to_next_change = entity.dynamic_data.state.time_to_next_change -dstep
--do only change if last state timed out
if entity.dynamic_data.state.time_to_next_change < 0 then
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " time to change state: " .. entity.dynamic_data.state.time_to_next_change
.. " , " .. dstep .. " entity=" .. tostring(entity))
local rand = math.random()
local maxvalue = 0
local state_table = {}
--fill table with available states
for i=1, #entity.data.states, 1 do
if (entity.data.states[i].HANDLER_precondition == nil or
entity.data.states[i].HANDLER_precondition(entity,entity.data.states[i])) and
--ignore states that are not supposed to be switched to
--by automatic state change handling e.g. fighting states or
--manual set states
( entity.data.states[i].state_mode == nil or
entity.data.states[i].state_mode == "auto") then
table.insert(state_table,entity.data.states[i])
end
end
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name .. " "
.. dump(#state_table) .. " states do pass pecondition check ")
--try to get a random state to change to
for i=1, #state_table, 1 do
local rand_state = math.random(#state_table)
local current_chance = 0
if type (state_table[rand_state].chance) == "function" then
current_chance = state_table[rand_state].chance(entity,now,dstep)
else
if state_table[rand_state].chance ~= nil then
current_chance = state_table[rand_state].chance
end
end
local random_value = math.random()
if random_value < current_chance then
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " switching to state " .. state_table[rand_state].name)
mob_state.change_state(entity,state_table[rand_state])
return true
else
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " not switching to state " .. state_table[rand_state].name
.. " rand was: " .. random_value)
table.remove(state_table,rand_state)
end
end
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " no specific state selected switching to default state ")
--switch to default state (only reached if no change has been done
mob_state.change_state(entity,mob_state.get_state_by_name(entity,"default"))
else
dbg_mobf.mob_state_lvl3("MOBF: " .. entity.data.name
.. " is not ready for state change ")
return true
end
return true
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] switch_switch_movgenentity(entity,state)
--
--! @brief helper function to swich a movement based on new state
--! @memberof mob_state
--! @private
--
--! @param entity to change movement gen
--! @param state to take new entity
-------------------------------------------------------------------------------
function mob_state.switch_movgen(entity,state)
mobf_assert_backtrace(entity ~= nil)
mobf_assert_backtrace(state ~= nil)
local mov_to_set = nil
--determine new movement gen
if state.movgen ~= nil then
mov_to_set = getMovementGen(state.movgen)
else
local default_state = mob_state.get_state_by_name(entity,"default")
mov_to_set = getMovementGen(default_state.movgen)
end
--check if new mov gen differs from old one
if mov_to_set ~= nil and
mov_to_set ~= entity.dynamic_data.current_movement_gen then
entity.dynamic_data.current_movement_gen = mov_to_set
--TODO initialize new movement gen
entity.dynamic_data.current_movement_gen.init_dynamic_data(entity,mobf_get_current_time())
end
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] change_state(entity,state)
--
--! @brief change state for an entity
--! @memberof mob_state
--! @public
--
--! @param entity to change state
--! @param state to change to
-------------------------------------------------------------------------------
function mob_state.change_state(entity,state)
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " state change called entity=" .. tostring(entity) .. " state:"
.. dump(state))
--check if custom precondition handler tells us to stop state change
if state ~= nil and
type(state.HANDLER_precondition) == "function" then
if not state.HANDLER_precondition(entity,state) then
dbg_mobf.mob_state_lvl1("MOBF: " .. entity.data.name
.. " custom precondition handler didn't meet ")
--don't assert but switch to default in this case
state = mob_state.get_state_by_name(entity,"default")
end
end
--switch to default state if no state given
if state == nil then
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " invalid state switch, switching to default instead of: "
.. dump(state))
state = mob_state.get_state_by_name(entity,"default")
end
local entityname = entity.data.name
local statename = state.name
dbg_mobf.mob_state_lvl2("MOBF: " .. entityname .. " switching state to "
.. statename)
if entity.dynamic_data.state == nil then
mobf_bug_warning(LOGLEVEL_WARNING,"MOBF BUG!!! mob_state no state dynamic data")
end
if entity.dynamic_data.state.current.name ~= state.name then
--call leave state handler for old state
if entity.dynamic_data.state.current.HANDLER_leave_state ~= nil and
type(entity.dynamic_data.state.current.HANDLER_leave_state) == "function" then
entity.dynamic_data.state.current.HANDLER_leave_state(entity,state)
end
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " different states now really changeing to " .. state.name)
mob_state.switch_model(entity,state)
mob_state.switch_movgen(entity,state)
entity.dynamic_data.state.time_to_next_change =
mob_state.getTimeToNextState(state.typical_state_time)
entity.dynamic_data.state.current = state
graphics.set_animation(entity,state.animation)
if state.HANDLER_enter_state ~= nil and
type(state.HANDLER_enter_state) == "function" then
state.HANDLER_enter_state(entity)
end
else
dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
.. " switching to same state as before")
entity.dynamic_data.state.time_to_next_change = mob_state.getTimeToNextState(state.typical_state_time)
if state.HANDLER_enter_state ~= nil and
type(state.HANDLER_enter_state) == "function" then
state.HANDLER_enter_state(entity)
end
end
dbg_mobf.mob_state_lvl2("MOBF: time to next change = "
.. entity.dynamic_data.state.time_to_next_change)
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] getTimeToNextState(typical_state_time)
--
--! @brief helper function to calculate a gauss distributed random value
--! @memberof mob_state
--! @private
--
--! @param typical_state_time center of gauss
--!
--! @return a random value around typical_state_time
-------------------------------------------------------------------------------
function mob_state.getTimeToNextState(typical_state_time)
if typical_state_time == nil then
mobf_bug_warning(LOGLEVEL_WARNING,"MOBF MOB BUG!!! missing typical state time!")
typical_state_time = mob_state.default_state_time
end
local u1 = 2 * math.random() -1
local u2 = 2 * math.random() -1
local q = u1*u1 + u2*u2
local maxtries = 0
while (q == 0 or q >= 1) and maxtries < 10 do
u1 = math.random()
u2 = math.random() * -1
q = u1*u1 + u2*u2
maxtries = maxtries +1
end
--abort random generation
if maxtries >= 10 then
return typical_state_time
end
local p = math.sqrt( (-2*math.log(q))/q )
local retval = 2
--calculate normalized state time with maximum error or half typical time up and down
if math.random() < 0.5 then
retval = typical_state_time + ( u1*p * (typical_state_time/2))
else
retval = typical_state_time + ( u2*p * (typical_state_time/2))
end
-- ensure minimum state time of 2 seconds
if retval > 2 then
return retval
else
return 2
end
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] prepare_states(mob)
--
--! @brief prepare mobs states upon registration
--! @memberof mob_state
--! @public
--
--! @param mob a mob declaration
-------------------------------------------------------------------------------
function mob_state.prepare_states(mob)
local builtin_state_overrides = {}
--scan for states overriding mobf internal state definitions
if mob.states ~= nil then
for s = 1, #mob.states , 1 do
if mob.states[s].name == "combat" then
builtin_state_overrides["combat"] = true
end
--TODO patrol state
--hunger state
if mob.states[s].name == "RSVD_hunger" then
builtin_state_overrides["RSVD_hunger"] = true
end
end
else
mob.states = {}
end
--add a default combat state if no custom state is defined
if mob.combat ~= nil and builtin_state_overrides["combat"] ~= true then
table.insert(mob.states,
{
name = "combat",
custom_preconhandler = nil,
movgen = "follow_mov_gen",
typical_state_time = -1,
chance = 0,
})
end
if mob.hunger ~= nil and builtin_state_overrides["RSVD_hunger"] ~= true then
table.insert(mob.states,
{
name = "RSVD_hunger",
HANDLER_precondition = mob_state.BuiltinHungerPrecondition(mob),
HANDLER_leave_state = mob_state.BuiltinHungerLeave(mob),
HANDLER_enter_state = mob_state.BuiltinHungerEnter(mob),
movgen = "mgen_path",
typical_state_time = mob.hunger.typical_walk_time or 45,
chance = mob.hunger.chance or 0.1,
animation = mob.hunger.animation or "walk"
})
end
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] switch_model(entity,state)
--
--! @brief switch model used for a entity
--! @memberof mob_state
--! @public
--
--! @param entity to switch model
--! @param state to change to
-------------------------------------------------------------------------------
function mob_state.switch_model(entity, state)
local new_graphics = graphics.graphics_by_statename(entity.data, state.name)
local new_props = { automatic_face_movement_dir = true }
if new_graphics.model_orientation_fix ~= nil then
new_props.automatic_face_movement_dir =
(new_graphics.model_orientation_fix / math.pi) * 360 + 90
end
--TODO apply new model and textures too
entity.object:set_properties(new_props)
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] BuiltinHungerPrecondition(mob)
--
--! @brief prepare builtin hunger precondition handler
--! @memberof mob_state
--! @public
--
--! @param mob definition of mob
--! @return function to be called as precondition handler
-------------------------------------------------------------------------------
function mob_state.BuiltinHungerPrecondition(mob)
mobf_assert_backtrace(
(mob.hunger.target_nodes ~= nil) or
(mob.hunger.target_entities ~= nil))
mobf_assert_backtrace(mob.hunger.range ~= nil)
return function(entity,state)
mobf_assert_backtrace(state ~= nil)
mobf_assert_backtrace(state.name == "RSVD_hunger")
local pos = entity.object:getpos()
--mobf_print("MOBF: trying to find " ..
-- dump(mob.hunger.target_nodes) .. " or " ..
-- dump(mob.hunger.target_entities) ..
-- " around: " .. printpos(pos))
local lower_pos = {x=pos.x-mob.hunger.range,
y=pos.y-mob.hunger.range,
z=pos.z-mob.hunger.range}
local upper_pos = {x=pos.x+mob.hunger.range,
y=pos.y+mob.hunger.range,
z=pos.z+mob.hunger.range}
local target_nodes = nil
local target_entities = nil
if mob.hunger.target_nodes ~= nil then
target_nodes = minetest.find_nodes_in_area(lower_pos,
upper_pos,
mob.hunger.target_nodes)
end
if mob.hunger.target_entities ~= nil then
local objectlist = minetest.get_objects_inside_radius(pos,mob.hunger.range)
--mobf_print("MOBF: found: " .. #objectlist .. " objects around")
if objectlist ~= nil and #objectlist > 0 then
target_entities = {}
for i=1,#objectlist,1 do
local luaentity = objectlist[i]:get_luaentity()
if luaentity ~= nil and
mobf_contains(mob.hunger.target_entities,luaentity.name) then
table.insert(target_entities,objectlist[i])
end
end
end
end
local targets = {}
if target_nodes ~= nil then
for i=1,#target_nodes,1 do
table.insert(targets,target_nodes[i])
end
end
if target_entities ~= nil then
for i=1,#target_entities,1 do
table.insert(targets,target_entities[i])
end
end
if targets ~= nil then
dbg_mobf.mob_state_lvl3("MOBF: Hunger found " .. #targets .. " targets")
for i=1,5,1 do
if #targets == 0 then
break
end
local index = math.floor(math.random(1,#targets) + 0.5)
local target = targets[index]
table.remove(targets,index)
--target is a entity
if type(target) == "userdata" then
entity.dynamic_data.hunger = {}
entity.dynamic_data.hunger.target = target
--mobf_print("MOBF: saving hungerdata: " .. dump(entity.dynamic_data.hunger))
return true
else
local targetpos = target
targetpos.y = targetpos.y +1
--if mob is not in air try 1 above for pathfinding
local current_node = minetest.get_node(pos)
if current_node ~= nil and
current_node.name ~= "air" then
pos.y = pos.y+1
end
local path = minetest.find_path(pos,targetpos,5,1,1,"A*_noprefetch")
if path ~= nil then
entity.dynamic_data.hunger = {}
entity.dynamic_data.hunger.target = { x=targetpos.x,y=targetpos.y-1,z=targetpos.z}
entity.dynamic_data.hunger.path = path
--mobf_print("MOBF: Found new target: " .. printpos(targetpos) .. " Path: " .. dump(path))
--mobf_print("MOBF: saving hungerdata: " .. dump(entity.dynamic_data.hunger))
return true
else
dbg_mobf.mob_state_lvl2("MOBF: hunger no path to: " .. printpos(targetpos))
end
end
end
end
return false
end --end of handler
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] BuiltinHungerLeave(mob)
--
--! @brief prepare builtin hunger leave handler
--! @memberof mob_state
--! @public
--
--! @param mob definition of mob
--! @return function to be called as leave handler
-------------------------------------------------------------------------------
function mob_state.BuiltinHungerLeave(mob)
return function(entity,state)
--restore old stepheight
entity.object:set_properties({stepheight=entity.dynamic_data.hunger.old_stepheight})
entity.dynamic_data.hunger = nil
p_mov_gen.set_cycle_path(entity,nil)
p_mov_gen.set_path(entity,nil)
p_mov_gen.set_end_of_path_handler(entity,nil)
end
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] BuiltinHungerEnter(mob)
--
--! @brief prepare builtin hunger enter handler
--! @memberof mob_state
--! @public
--
--! @param mob definition of mob
--! @return function to be called as enter handler
-------------------------------------------------------------------------------
function mob_state.BuiltinHungerEnter(mob)
return function(entity)
mobf_assert_backtrace(entity.dynamic_data.state.current.name == "RSVD_hunger")
mobf_assert_backtrace(entity.dynamic_data.hunger ~= nil)
--use stepheight 1 as we did look for a path by using this
entity.dynamic_data.hunger.old_stepheight = entity.stepheight
if (type(entity.dynamic_data.hunger.target) == "userdata") then
if not p_mov_gen.set_target(entity,entity.dynamic_data.hunger.target) then
dbg_mobf.mob_state_lvl1("MOBF: EnterHungerState, failed to set target")
end
else
entity.object:set_properties({stepheight=1})
p_mov_gen.set_path(entity,entity.dynamic_data.hunger.path)
end
--p_mov_gen.set_cycle_path(entity,handler)
p_mov_gen.set_cycle_path(entity,false)
p_mov_gen.set_end_of_path_handler(entity,mob_state.BuiltinHungerTargetReached)
end
end
-------------------------------------------------------------------------------
-- @function [parent=#mob_state] BuiltinHungerTargetReached(entity)
--
--! @brief handle target reached
--! @memberof mob_state
--! @public
--
--! @param entity that reached the target
-------------------------------------------------------------------------------
function mob_state.BuiltinHungerTargetReached(entity)
--consume original target
if (entity.dynamic_data.hunger.target ~= nil) and
(entity.data.hunger.keep_food == nil or
entity.data.hunger.keep_food == false) then
if type(entity.dynamic_data.hunger.target) ~= "userdata" then
dbg_mobf.mob_state_lvl2("MOBF: consuming targetnode: " ..
printpos(entity.dynamic_data.hunger.target))
minetest.remove_node(entity.dynamic_data.hunger.target)
else
local targetentity = entity.dynamic_data.hunger.target:get_luaentity()
if targetentity ~= nil and
type(targetentity.mobf_hunger_interface) == "function" then
targetentity.mobf_hunger_interface(entity,"HUNGER_CONSUME")
dbg_mobf.mob_state_lvl2("MOBF: consuming targetentity")
end
end
end
local eating_state = mob_state.get_state_by_name(entity,"eating")
if eating_state ~= nil then
mob_state.change_state(entity,eating_state)
else
local default_state = mob_state.get_state_by_name(entity,"default")
mob_state.change_state(entity,default_state)
end
end