14c3c444f5
Further improvements to get models with broken orientations really work Make follow movegen place mob slightly above target position
707 lines
22 KiB
Lua
707 lines
22 KiB
Lua
-------------------------------------------------------------------------------
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-- Mob Framework Mod by Sapier
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--
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-- You may copy, use, modify or do nearly anything except removing this
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-- copyright notice.
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-- And of course you are NOT allow to pretend you have written it.
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--
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--! @file mob_state.lua
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--! @brief component mob state transition handling
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--! @copyright Sapier
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--! @author Sapier
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--! @date 2012-08-09
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--
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--! @defgroup mob_state State handling functions
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--! @brief a component to do basic changes to mob on state change
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--! @ingroup framework_int
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--! @{
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--
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-- Contact sapier a t gmx net
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-------------------------------------------------------------------------------
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mobf_assert_backtrace(mob_state == nil)
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--! @class mob_state
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--! @brief state handling class
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--! @}
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mob_state = {}
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mob_state.default_state_time = 30
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] initialize(entity,now)
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--
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--! @brief initialize state dynamic data
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--! @memberof mob_state
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--! @public
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--
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--! @param entity elemet to initialize state data
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--! @param now current time
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-------------------------------------------------------------------------------
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function mob_state.initialize(entity,now)
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dbg_mobf.mob_state_lvl3("MOBF: " .. entity.data.name
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.. " initializing state dynamic data")
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local state = {
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current = "default",
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time_to_next_change = 30,
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locked = false,
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enabled = false,
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}
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local sum_chances = 0
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local state_count = 0
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if entity.data.states ~= nil then
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for s = 1, #entity.data.states , 1 do
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sum_chances = sum_chances + entity.data.states[s].chance
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if entity.data.states[s].name ~= "combat" and
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entity.data.states[s].name ~= "default" then
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state_count = state_count +1
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end
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end
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end
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--sanity check for state chances
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if sum_chances > 1 then
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minetest.log(LOGLEVEL_WARNING,"MOBF: Warning sum of state chances for mob "
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.. entity.data.name .. " > 1")
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end
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--only enable state changeing if there is at least one state
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if state_count > 0 then
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state.enabled = true
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end
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entity.dynamic_data.state = state
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] get_state_by_name(entity,name)
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--
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--! @brief get a state by its name
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--! @memberof mob_state
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--! @public
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--
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--! @param entity elemet to look for state data
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--! @param name of state
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--!
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--! @return state data or nil
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-------------------------------------------------------------------------------
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function mob_state.get_state_by_name(entity,name)
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mobf_assert_backtrace(entity ~= nil and entity.data ~= nil)
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for i=1, #entity.data.states, 1 do
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if entity.data.states[i].name == name then
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return entity.data.states[i]
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end
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end
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return nil
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] lock(entity,value)
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--
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--! @brief disable random state changes for a mob
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--! @memberof mob_state
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--! @public
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--
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--! @param entity elemet to lock
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--! @param value to set
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-------------------------------------------------------------------------------
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function mob_state.lock(entity,value)
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if value ~= false and value ~= true then
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return
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end
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if entity.dynamic_data.state == nil then
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dbg_mobf.mob_state_lvl1("MOBF: unable to lock state for: "
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.. entity.data.name .. " no state dynamic data present")
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return
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end
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entity.dynamic_data.state.locked = value
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] callback(entity,now,dstep)
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--
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--! @brief callback handling state changes
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--! @memberof mob_state
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--! @public
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--
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--! @param entity elemet to look for state data
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--! @param now current time
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--! @param dstep time passed since last call
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--
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--! @return
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-------------------------------------------------------------------------------
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function mob_state.callback(entity,now,dstep)
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--TODO find out if this needs to be replaced
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-- if entity.dynamic_data.state == nil then
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-- minetest.log(LOGLEVEL_ERRROR,"MOBF BUG: " .. entity.data.name
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-- .. " mob state callback without mob dynamic data!")
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-- mob_state.initialize(entity,now)
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-- local default_state = mob_state.get_state_by_name(self,"default")
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-- entity.dynamic_data.current_movement_gen = getMovementGen(default_state.movgen)
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-- entity.dynamic_data.current_movement_gen.init_dynamic_data(entity,mobf_get_current_time())
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-- entity = spawning.replace_entity(entity,entity.data.modname .. ":"..entity.data.name,true)
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-- return true
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-- end
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--abort state change if current state is locked
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if entity.dynamic_data.state.locked or
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entity.dynamic_data.state.enabled == false then
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dbg_mobf.mob_state_lvl3("MOBF: " .. entity.data.name
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.. " state locked or no custom states definded ")
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return true
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end
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entity.dynamic_data.state.time_to_next_change = entity.dynamic_data.state.time_to_next_change -dstep
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--do only change if last state timed out
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if entity.dynamic_data.state.time_to_next_change < 0 then
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " time to change state: " .. entity.dynamic_data.state.time_to_next_change
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.. " , " .. dstep .. " entity=" .. tostring(entity))
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local rand = math.random()
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local maxvalue = 0
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local state_table = {}
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--fill table with available states
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for i=1, #entity.data.states, 1 do
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if (entity.data.states[i].HANDLER_precondition == nil or
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entity.data.states[i].HANDLER_precondition(entity,entity.data.states[i])) and
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--ignore states that are not supposed to be switched to
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--by automatic state change handling e.g. fighting states or
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--manual set states
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( entity.data.states[i].state_mode == nil or
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entity.data.states[i].state_mode == "auto") then
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table.insert(state_table,entity.data.states[i])
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end
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end
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name .. " "
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.. dump(#state_table) .. " states do pass pecondition check ")
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--try to get a random state to change to
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for i=1, #state_table, 1 do
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local rand_state = math.random(#state_table)
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local current_chance = 0
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if type (state_table[rand_state].chance) == "function" then
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current_chance = state_table[rand_state].chance(entity,now,dstep)
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else
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if state_table[rand_state].chance ~= nil then
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current_chance = state_table[rand_state].chance
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end
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end
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local random_value = math.random()
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if random_value < current_chance then
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " switching to state " .. state_table[rand_state].name)
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mob_state.change_state(entity,state_table[rand_state])
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return true
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else
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " not switching to state " .. state_table[rand_state].name
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.. " rand was: " .. random_value)
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table.remove(state_table,rand_state)
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end
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end
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " no specific state selected switching to default state ")
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--switch to default state (only reached if no change has been done
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mob_state.change_state(entity,mob_state.get_state_by_name(entity,"default"))
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else
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dbg_mobf.mob_state_lvl3("MOBF: " .. entity.data.name
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.. " is not ready for state change ")
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return true
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end
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return true
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] switch_switch_movgenentity(entity,state)
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--
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--! @brief helper function to swich a movement based on new state
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--! @memberof mob_state
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--! @private
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--
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--! @param entity to change movement gen
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--! @param state to take new entity
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-------------------------------------------------------------------------------
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function mob_state.switch_movgen(entity,state)
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mobf_assert_backtrace(entity ~= nil)
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mobf_assert_backtrace(state ~= nil)
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local mov_to_set = nil
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--determine new movement gen
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if state.movgen ~= nil then
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mov_to_set = getMovementGen(state.movgen)
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else
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local default_state = mob_state.get_state_by_name(entity,"default")
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mov_to_set = getMovementGen(default_state.movgen)
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end
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--check if new mov gen differs from old one
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if mov_to_set ~= nil and
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mov_to_set ~= entity.dynamic_data.current_movement_gen then
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entity.dynamic_data.current_movement_gen = mov_to_set
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--TODO initialize new movement gen
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entity.dynamic_data.current_movement_gen.init_dynamic_data(entity,mobf_get_current_time())
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end
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] change_state(entity,state)
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--
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--! @brief change state for an entity
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--! @memberof mob_state
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--! @public
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--
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--! @param entity to change state
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--! @param state to change to
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-------------------------------------------------------------------------------
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function mob_state.change_state(entity,state)
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " state change called entity=" .. tostring(entity) .. " state:"
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.. dump(state))
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--check if custom precondition handler tells us to stop state change
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if state ~= nil and
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type(state.HANDLER_precondition) == "function" then
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if not state.HANDLER_precondition(entity,state) then
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dbg_mobf.mob_state_lvl1("MOBF: " .. entity.data.name
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.. " custom precondition handler didn't meet ")
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--don't assert but switch to default in this case
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state = mob_state.get_state_by_name(entity,"default")
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end
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end
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--switch to default state if no state given
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if state == nil then
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " invalid state switch, switching to default instead of: "
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.. dump(state))
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state = mob_state.get_state_by_name(entity,"default")
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end
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local entityname = entity.data.name
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local statename = state.name
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dbg_mobf.mob_state_lvl2("MOBF: " .. entityname .. " switching state to "
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.. statename)
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if entity.dynamic_data.state == nil then
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mobf_bug_warning(LOGLEVEL_WARNING,"MOBF BUG!!! mob_state no state dynamic data")
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end
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if entity.dynamic_data.state.current.name ~= state.name then
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--call leave state handler for old state
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if entity.dynamic_data.state.current.HANDLER_leave_state ~= nil and
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type(entity.dynamic_data.state.current.HANDLER_leave_state) == "function" then
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entity.dynamic_data.state.current.HANDLER_leave_state(entity,state)
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end
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " different states now really changeing to " .. state.name)
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mob_state.switch_model(entity,state)
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mob_state.switch_movgen(entity,state)
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entity.dynamic_data.state.time_to_next_change =
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mob_state.getTimeToNextState(state.typical_state_time)
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entity.dynamic_data.state.current = state
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graphics.set_animation(entity,state.animation)
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if state.HANDLER_enter_state ~= nil and
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type(state.HANDLER_enter_state) == "function" then
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state.HANDLER_enter_state(entity)
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end
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else
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " switching to same state as before")
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entity.dynamic_data.state.time_to_next_change = mob_state.getTimeToNextState(state.typical_state_time)
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if state.HANDLER_enter_state ~= nil and
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type(state.HANDLER_enter_state) == "function" then
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state.HANDLER_enter_state(entity)
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end
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end
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dbg_mobf.mob_state_lvl2("MOBF: time to next change = "
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.. entity.dynamic_data.state.time_to_next_change)
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] getTimeToNextState(typical_state_time)
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--
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--! @brief helper function to calculate a gauss distributed random value
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--! @memberof mob_state
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--! @private
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--
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--! @param typical_state_time center of gauss
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--!
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--! @return a random value around typical_state_time
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-------------------------------------------------------------------------------
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function mob_state.getTimeToNextState(typical_state_time)
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if typical_state_time == nil then
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mobf_bug_warning(LOGLEVEL_WARNING,"MOBF MOB BUG!!! missing typical state time!")
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typical_state_time = mob_state.default_state_time
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end
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local u1 = 2 * math.random() -1
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local u2 = 2 * math.random() -1
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local q = u1*u1 + u2*u2
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local maxtries = 0
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while (q == 0 or q >= 1) and maxtries < 10 do
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u1 = math.random()
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u2 = math.random() * -1
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q = u1*u1 + u2*u2
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maxtries = maxtries +1
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end
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--abort random generation
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if maxtries >= 10 then
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return typical_state_time
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end
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local p = math.sqrt( (-2*math.log(q))/q )
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local retval = 2
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--calculate normalized state time with maximum error or half typical time up and down
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if math.random() < 0.5 then
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retval = typical_state_time + ( u1*p * (typical_state_time/2))
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else
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retval = typical_state_time + ( u2*p * (typical_state_time/2))
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end
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-- ensure minimum state time of 2 seconds
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if retval > 2 then
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return retval
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else
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return 2
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end
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] prepare_states(mob)
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--
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--! @brief prepare mobs states upon registration
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--! @memberof mob_state
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--! @public
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--
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--! @param mob a mob declaration
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-------------------------------------------------------------------------------
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function mob_state.prepare_states(mob)
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local builtin_state_overrides = {}
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--scan for states overriding mobf internal state definitions
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if mob.states ~= nil then
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for s = 1, #mob.states , 1 do
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if mob.states[s].name == "combat" then
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builtin_state_overrides["combat"] = true
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end
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--TODO patrol state
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--hunger state
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if mob.states[s].name == "RSVD_hunger" then
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builtin_state_overrides["RSVD_hunger"] = true
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end
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end
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else
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mob.states = {}
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end
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--add a default combat state if no custom state is defined
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if mob.combat ~= nil and builtin_state_overrides["combat"] ~= true then
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table.insert(mob.states,
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{
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name = "combat",
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custom_preconhandler = nil,
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movgen = "follow_mov_gen",
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typical_state_time = -1,
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chance = 0,
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})
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end
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if mob.hunger ~= nil and builtin_state_overrides["RSVD_hunger"] ~= true then
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table.insert(mob.states,
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{
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name = "RSVD_hunger",
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HANDLER_precondition = mob_state.BuiltinHungerPrecondition(mob),
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HANDLER_leave_state = mob_state.BuiltinHungerLeave(mob),
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HANDLER_enter_state = mob_state.BuiltinHungerEnter(mob),
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movgen = "mgen_path",
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typical_state_time = mob.hunger.typical_walk_time or 45,
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chance = mob.hunger.chance or 0.1,
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animation = mob.hunger.animation or "walk"
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})
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end
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] switch_model(entity,state)
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--
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--! @brief switch model used for a entity
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--! @memberof mob_state
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--! @public
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--
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--! @param entity to switch model
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--! @param state to change to
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-------------------------------------------------------------------------------
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function mob_state.switch_model(entity, state)
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local new_graphics = graphics.graphics_by_statename(entity.data, state.name)
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local new_props = { automatic_face_movement_dir = true }
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if new_graphics.model_orientation_fix ~= nil then
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new_props.automatic_face_movement_dir =
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(new_graphics.model_orientation_fix / math.pi) * 360 + 90
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end
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--TODO apply new model and textures too
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entity.object:set_properties(new_props)
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end
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-------------------------------------------------------------------------------
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-- @function [parent=#mob_state] BuiltinHungerPrecondition(mob)
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--
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--! @brief prepare builtin hunger precondition handler
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--! @memberof mob_state
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--! @public
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--
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--! @param mob definition of mob
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--! @return function to be called as precondition handler
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-------------------------------------------------------------------------------
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function mob_state.BuiltinHungerPrecondition(mob)
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mobf_assert_backtrace(
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(mob.hunger.target_nodes ~= nil) or
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(mob.hunger.target_entities ~= nil))
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mobf_assert_backtrace(mob.hunger.range ~= nil)
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return function(entity,state)
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mobf_assert_backtrace(state ~= nil)
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mobf_assert_backtrace(state.name == "RSVD_hunger")
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local pos = entity.object:getpos()
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--mobf_print("MOBF: trying to find " ..
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-- 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 |