mobf_core/mobf/mgen_probab/direction_control.lua
sapier 0e7a8c1d26 Add advanced direction changeing mechanism
Fix slow mob causing random movement changes way to often
2013-08-18 00:43:43 +02:00

450 lines
15 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 direction_control.lua
--! @brief functions for direction control in probabilistic movement gen
--! @copyright Sapier
--! @author Sapier
--! @date 2012-08-09
--
--! @ingroup mgen_probab
--! @{
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--! @class direction_control
--! @brief functions for direction control in probabilistic movement gen
direction_control = {}
--!@}
-------------------------------------------------------------------------------
-- name: changeaccel(pos,entity,velocity)
--
--! @brief find a suitable new acceleration for mob
--! @memberof direction_control
--! @private
--
--! @param pos current position
--! @param entity mob to get acceleration for
--! @param current_velocity current velocity
--! @return {{ x/y/z accel} + jump flag really?
-------------------------------------------------------------------------------
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_quality = environment.pos_quality(pos_predicted,entity)
local prefered_state =
environment.evaluate_state( new_quality,
old_quality,
MQ_IN_MEDIA,
nil,
GQ_FULL,
SQ_POSSIBLE,
SQ_OK)
while not prefered_state do
dbg_mobf.pmovement_lvl1("MOBF: predicted pos " .. printpos(pos_predicted)
.. " isn't perfect " .. maxtries .. " tries left, state: "
.. new_quality.tostring(new_quality))
--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")
if state == "collision_jumpable" then
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))
entity.object:setvelocity({x=0,y=0,z=0})
entity.dynamic_data.movement.started = false
--don't slow down mob
return { x=0,
y=0,
z=0 }
end
local probab = math.random()
--accept possible surface in rare cases
if probab < 0.3 then
local acceptable_state =
environment.evaluate_state(new_quality,
nil,
MQ_IN_MEDIA,
GQ_PARTIAL,
nil,
SQ_WRONG,
SQ_POSSIBLE)
if acceptable_state then
return new_accel
end
end
--accept possible surface in rare cases
if probab < 0.2 then
local acceptable_state =
environment.evaluate_state(new_quality,
nil,
MQ_IN_MEDIA,
nil,
GQ_FULL,
SQ_WRONG,
SQ_POSSIBLE)
if acceptable_state then
return new_accel
end
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)
local prefered_state =
environment.evaluate_state( new_quality,
old_quality,
MQ_IN_MEDIA,
nil,
GQ_FULL,
SQ_POSSIBLE,
SQ_OK)
maxtries = maxtries -1
end
return new_accel
end
-------------------------------------------------------------------------------
-- name: get_random_acceleration(minaccel,maxaccel,current_yaw, minrotation)
--
--! @brief get a random x/z acceleration within a specified acceleration range
--! @memberof direction_control
--! @private
--
--! @param minaccel minimum acceleration to use
--! @param maxaccel maximum acceleration
--! @param current_yaw current orientation of mob
--! @param minrotation minimum rotation to perform
--! @return x/y/z acceleration
-------------------------------------------------------------------------------
function direction_control.get_random_acceleration(minaccel,maxaccel,current_yaw, minrotation)
local direction = 1
if math.random() < 0.5 then
direction = -1
end
--calc random absolute value
local rand_accel = (math.random() * (maxaccel - minaccel)) + minaccel
local orientation_delta = 0
--randomize direction
for i=0, 100 do
if math.random() < 0.2 then
break
end
orientation_delta = orientation_delta +0.1
end
--calculate new acceleration
local new_direction = current_yaw + ((minrotation + orientation_delta) * direction)
local new_accel = {
x = math.sin(new_direction) *rand_accel,
y = nil,
z = math.cos(new_direction) *rand_accel
}
dbg_mobf.pmovement_lvl3(" new direction: " .. new_direction .. " old direction: " .. current_yaw .. " new accel: " .. printpos(new_accel))
return new_accel
end
-------------------------------------------------------------------------------
-- name: precheck_movement(entity,movement_state,pos_predicted,pos_predicted_quality)
--
--! @brief check if x/z movement results in invalid position and change
-- movement if required
--! @memberof direction_control
--
--! @param entity mob to generate movement
--! @param movement_state current state of movement
--! @param pos_predicted position mob will be next
--! @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)
if movement_state.changed then
--someone already changed something
return
end
local prefered_quality =
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)
if movement_state.current_quality == nil then
movement_state.current_quality = environment.pos_quality(
movement_state.basepos,
entity
)
end
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)
if walking_at_edge then
--mob center still on ground but at worst walking at edge, do nothing
return
end
local drop_pending =
(pos_predicted_quality.geometry_quality <= GQ_PARTIAL and
pos_predicted_quality.center_geometry_quality <= GQ_NONE) or
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")
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")
new_pos = environment.get_pos_same_level(movement_state.basepos,1,entity,
function(quality)
return environment.evaluate_state(quality,LT_EDGE_POS)
end
)
end
if new_pos == nil then
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)
end
)
end
if new_pos == nil then
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)
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
entity.object:setvelocity({x=0,y=0,z=0})
movement_state.accel_to_set = {x=0,y=nil,z=0}
movement_state.changed = true
end
end
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
end
--check if mob is going to be somewhere where it can't be
if pos_predicted_quality.media_quality ~= MQ_IN_MEDIA then
dbg_mobf.pmovement_lvl2("MOBF: collision pending "
.. printpos(movement_state.basepos) .. "-->"
.. printpos(pos_predicted))
--try to find a better position at same level
local new_pos =
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)
end
--there is at least one direction to go
if new_pos ~= nil then
dbg_mobf.pmovement_lvl2("MOBF: mob " ..entity.data.name
.. " redirecting to:" .. printpos(new_pos))
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)
--TODO check if acceleration is enough
new_predicted_pos =
movement_generic.predict_enter_next_block( entity,
movement_state.basepos,
movement_state.current_velocity,
movement_state.accel_to_set)
new_predicted_state = environment.pos_quality(
new_predicted_pos,
entity
)
if new_predicted_state.media_quality == MQ_IN_MEDIA then
break
end
end
if new_predicted_state.media_quality ~= MQ_IN_MEDIA then
movement_state.accel_to_set = movement_state.current_acceleration
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
local upper_pos = {
x= pos_predicted.x,
y= pos_predicted.y +1,
z= pos_predicted.z
}
local upper_quality = environment.pos_quality(
upper_pos,
entity
)
if environment.evaluate_state( upper_quality,LT_EDGE_POS) then
entity.object:setvelocity(
{x=movement_state.current_velocity.x,
y=5,
z=movement_state.current_velocity.z})
end
end
end
movement_state.changed = true
return
end
--try to find a better position above
new_pos = environment.get_suitable_pos_same_level({ x=movement_state.basepos.x,
y=movement_state.basepos.y+1,
z=movement_state.basepos.z},
1,entity)
if new_pos == nil then
new_pos = environment.get_suitable_pos_same_level({ x=movement_state.basepos.x,
y=movement_state.basepos.y+1,
z=movement_state.basepos.z},
1,entity)
end
if new_pos ~= nil then
dbg_mobf.pmovement_lvl2("MOBF: mob " ..entity.data.name
.. " seems to be locked in, jumping to:" .. printpos(new_pos))
entity.object:setvelocity({x=0,
y=5.5,
z=0})
movement_state.accel_to_set = movement_generic.get_accel_to(new_pos,entity)
movement_state.changed = true
return
end
dbg_mobf.pmovement_lvl2("MOBF: mob " ..entity.data.name
.. " unable to fix collision try random")
--a collision is going to happen force change of direction
movement_state.force_change = true
return
end
local suboptimal_surface =
environment.evaluate_state( pos_predicted_quality,
{ old_state=nil,
min_media=MQ_IN_MEDIA,
min_geom=GQ_PARTIAL,
min_geom_center=nil,
min_min_surface=SQ_WRONG,
min_max_surface=SQ_POSSIBLE,
min_center_surface=nil })
if suboptimal_surface then
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)
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)
movement_state.changed = true
return
else
-- pos isn't critical don't do anything
return
end
end
mobf_print("Unhandled suboptimal state:" .. pos_predicted_quality.tostring(pos_predicted_quality))
movement_state.force_change = true
end
end
-------------------------------------------------------------------------------
-- name: random_movement_handler(entity,movement_state)
--
--! @brief generate a random y-movement
--! @memberof direction_control
--
--! @param entity mob to apply random jump
--! @param movement_state current movement state
--! @return movement_state is modified!
-------------------------------------------------------------------------------
function direction_control.random_movement_handler(entity,movement_state)
dbg_mobf.pmovement_lvl2("MOBF: random movement handler called")
if movement_state.changed == false and
(math.random() < (entity.dynamic_data.movement.mpattern.random_acceleration_change * PER_SECOND_CORRECTION_FACTOR) or
movement_state.force_change) then
movement_state.accel_to_set = direction_control.changeaccel(movement_state.basepos,
entity,movement_state.current_velocity)
if movement_state.accel_to_set ~= nil then
--retain current y acceleration
movement_state.accel_to_set.y = movement_state.current_acceleration.y
movement_state.changed = true
end
dbg_mobf.pmovement_lvl1("MOBF: randomly changing speed from "..printpos(movement_state.current_acceleration).." to "..printpos(movement_state.accel_to_set))
end
end