539 lines
16 KiB
Lua
539 lines
16 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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--
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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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mob_state = {}
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mob_state.default_state_time = 30
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-------------------------------------------------------------------------------
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-- name: initialize(entity,now)
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--
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--! @brief initialize state dynamic data
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--! @ingroup mob_state
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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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-- name: get_entity_name(mob,state)
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--
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--! @brief get entity name for a state
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--! @ingroup mob_state
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--
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--! @param mob generic data
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--! @param state selected state data
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--!
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--! @return name to use for entity
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-------------------------------------------------------------------------------
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function mob_state.get_entity_name(mob,state)
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return mob.modname .. ":"..mob.name .. "__" .. state.name
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end
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-------------------------------------------------------------------------------
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-- name: 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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--! @ingroup mob_state
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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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-- name: lock(entity,value)
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--
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--! @brief disable random state changes for a mob
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--! @ingroup mob_state
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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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-- name: callback(entity,now,dstep)
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--
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--! @brief callback handling state changes
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--! @ingroup mob_state
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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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function mob_state.callback(entity,now,dstep)
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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].custom_preconhandler == nil or
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entity.data.states[i].custom_preconhandler(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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--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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if math.random() < current_chance then
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if mob_state.change_state(entity,state_table[rand_state]) ~= nil then
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return false
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else
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return true
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end
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end
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end
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--switch to default state (only reached if no change has been done
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if mob_state.change_state(entity,mob_state.get_state_by_name(entity,"default")) ~= nil then
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return false
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end
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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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-- name: switch_entity(entity,state)
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--
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--! @brief helper function to swich an entity based on new state
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--! @ingroup mob_state
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--
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--! @param entity to replace
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--! @param state to take new entity
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--!
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--! @return the new entity or nil
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-------------------------------------------------------------------------------
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function mob_state.switch_entity(entity,state)
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--switch entity
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local state_has_model = false
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if minetest.setting_getbool("mobf_disable_3d_mode") then
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if state.graphics ~= nil then
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state_has_model = true
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end
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else
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if state.graphics_3d ~= nil then
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state_has_model = true
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end
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end
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local newentity = nil
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if state_has_model then
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " switching to state model ")
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newentity = spawning.replace_entity(entity,
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mob_state.get_entity_name(entity.data,state),true)
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else
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " switching to default model ")
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newentity = spawning.replace_entity(entity,entity.data.modname
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.. ":"..entity.data.name .. "__default",true)
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end
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if newentity ~= nil then
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dbg_mobf.mob_state_lvl2("MOBF: " .. entity.data.name
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.. " replaced entity=" .. tostring(entity) .. " by newentity="
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.. tostring(newentity))
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return newentity
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else
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return entity
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end
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end
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-------------------------------------------------------------------------------
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-- name: 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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--! @ingroup mob_state
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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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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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-- name: change_state(entity,state)
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--
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--! @brief change state for an entity
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--! @ingroup mob_state
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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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--! @return the new entity or nil
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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 time precondition handler tells us to stop state change
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--if not mob_state.precon_time(state) then
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-- return
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--end
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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.custom_preconhandler) == "function" then
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if not state.custom_preconhandler(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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return nil
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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("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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return nil
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end
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if entity.dynamic_data.state.current ~= state.name then
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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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local switchedentity = mob_state.switch_entity(entity,state)
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mob_state.switch_movgen(switchedentity,state)
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switchedentity.dynamic_data.state.time_to_next_change = mob_state.getTimeToNextState(state.typical_state_time)
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switchedentity.dynamic_data.state.current = state.name
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graphics.set_animation(switchedentity,state.animation)
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dbg_mobf.mob_state_lvl2("MOBF: time to next change = "
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.. switchedentity.dynamic_data.state.time_to_next_change)
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if switchedentity ~= entity then
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return switchedentity
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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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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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return nil
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end
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-------------------------------------------------------------------------------
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-- name: 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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--! @ingroup mob_state
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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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-- name: prepare_states(mob)
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--
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--! @brief register a mob within mob framework
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--! @ingroup mob_state
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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 custom_combat_state_defined = false
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local default_state_defined = false
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--add graphics for any mob state
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if mob.states ~= nil then
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for s = 1, #mob.states , 1 do
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graphic_to_set = graphics.prepare_info(mob.states[s].graphics,
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mob.states[s].graphics_3d,
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mob.modname,"_"..mob.name, mob.states[s].name)
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if graphic_to_set ~= nil then
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mobf.register_entity(":" .. mob_state.get_entity_name(mob,mob.states[s]), graphic_to_set, mob)
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end
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if mob.states[s].name == "combat" then
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custom_combat_state_defined = true
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end
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if mob.states[s].name == "default" then
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default_state_defined = 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 then
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if custom_combat_state_defined == false 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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end
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--legacy code to run old mobs
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if not default_state_defined then
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minetest.log(LOGLEVEL_WARNING,"MOBF: -----------------------------------------------------------------------------------------")
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minetest.log(LOGLEVEL_WARNING,"MOBF: Automatic default state generation is legacy code subject to be removed in later version.")
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minetest.log(LOGLEVEL_WARNING,"MOBF: -----------------------------------------------------------------------------------------")
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local default_state = {
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name = "default",
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movgen = mob.movement.default_gen,
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graphics = mob.graphics,
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graphics_3d = mob.graphics_3d,
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chance = 0,
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typical_state_time = 30,
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animation = "walk",
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}
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graphic_to_set = graphics.prepare_info(default_state.graphics,
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default_state.graphics_3d,
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mob.modname,"_"..mob.name)
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if graphic_to_set ~= nil then
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mobf.register_entity(":" .. mob_state.get_entity_name(mob,default_state),
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graphic_to_set, mob)
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end
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--replace old mobs by new default state mobs
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minetest.register_entity(":".. mob.modname .. ":"..mob.name,
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{
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new_name = mob_state.get_entity_name(mob,default_state),
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on_activate = function(self,staticdata)
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minetest.log(LOGLEVEL_INFO, "MOBF replacing " .. self.name
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.. " by " .. self.new_name)
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local pos = self.object:getpos()
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self.object:remove()
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minetest.env:add_entity(pos,self.new_name)
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end
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})
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|
|
|
table.insert(mob.states,default_state)
|
|
end
|
|
end
|
|
|
|
--!@} |