10fd0ff99a
-drop correct meat -add support for multiple drops -fix lots of bugs in state change handling -add animation support -added experimental mob npc to demonstrate animation handling
530 lines
20 KiB
Lua
530 lines
20 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 main_probab.lua
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--! @brief component containing a probabilistic movement generator
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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 mgen_probab Probabilistic movement generator
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--! @brief A movement generator trying to create a random movement
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--! @ingroup framework_int
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--! @{
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--
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--! @defgroup mpatterns Movement patterns
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--! @brief movement patterns used for probabilistic movement gen
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--
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-- Contact sapier a t gmx net
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-------------------------------------------------------------------------------
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--factor used to adjust chances defined as x/per second to on_step frequency
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PER_SECOND_CORRECTION_FACTOR = 0.25
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--! @class movement_gen
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--! @brief a probabilistic movement generator
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movement_gen = {}
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--! @brief movement patterns known to probabilistic movement gen
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mov_patterns_defined = {}
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--!@}
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dofile (mobf_modpath .. "/mgen_probab/movement_patterns/dont_move.lua")
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dofile (mobf_modpath .. "/mgen_probab/movement_patterns/run_and_jump_low.lua")
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dofile (mobf_modpath .. "/mgen_probab/movement_patterns/stop_and_go.lua")
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dofile (mobf_modpath .. "/mgen_probab/movement_patterns/swim_pattern1.lua")
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dofile (mobf_modpath .. "/mgen_probab/movement_patterns/swim_pattern2.lua")
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dofile (mobf_modpath .. "/mgen_probab/movement_patterns/flight_pattern1.lua")
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dofile (mobf_modpath .. "/mgen_probab/height_level_control.lua")
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dofile (mobf_modpath .. "/mgen_probab/direction_control.lua")
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--! @brief movement generator identifier
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--! @memberof movement_gen
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movement_gen.name = "probab_mov_gen"
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-------------------------------------------------------------------------------
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-- name: register_pattern(pattern)
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--
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--! @brief initialize movement generator
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--! @memberof movement_gen
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--
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--! @param pattern pattern to register
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--! @return true/false
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-------------------------------------------------------------------------------
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function movement_gen.register_pattern(pattern)
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print ("\tregistering pattern "..pattern.name)
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if mobf_movement_patterns[pattern.name] == nil then
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mobf_movement_patterns[pattern.name] = pattern
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return true
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else
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return false
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end
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end
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-------------------------------------------------------------------------------
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-- name: initialize(entity)
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--
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--! @brief initialize movement generator
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--! @memberof movement_gen
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--
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-------------------------------------------------------------------------------
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function movement_gen.initialize()
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for index,value in ipairs(mov_patterns_defined) do
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movement_gen.register_pattern(value)
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end
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end
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-------------------------------------------------------------------------------
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-- name: callback(entity)
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--
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--! @brief main movement generation function
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--! @memberof movement_gen
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--! @private
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--
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--! @param entity mob to generate movement for
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-------------------------------------------------------------------------------
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function movement_gen.callback(entity)
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if entity == nil then
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print("MOBF BUG!!!: called movement gen without entity!")
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return
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end
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--initialize status datastructure
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local movement_state = {
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basepos = entity.getbasepos(entity),
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default_y_accel = nil,
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centerpos = nil,
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acceleration = nil,
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velocity = nil,
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now = nil,
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override_height_change_chance = 0,
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accel_to_set = nil,
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force_change = false,
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changed = false,
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}
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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-- --
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-- CHECK MOB POSITION --
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-- --
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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dbg_mobf.pmovement_lvl1("MOBF: position check for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
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movement_state.default_y_accel = environment.get_default_gravity(movement_state.basepos,
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entity.environment.media,
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entity.data.movement.canfly)
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movement_state.now = mobf_get_current_time()
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--check current position
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--movement state is modified by this function
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local retval = movement_gen.fix_current_pos(entity, movement_state)
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--mob has been removed due to unfixable problems
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if retval.abort_processing then
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return
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end
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--read additional information required for further processing
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movement_state.centerpos = entity.object:getpos()
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movement_state.current_acceleration = entity.object:getacceleration()
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movement_state.current_velocity = entity.object:getvelocity()
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if movement_state.changed then
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minetest.log(LOGLEVEL_WARNING,"MOBF:position got fixed ".. entity.data.name)
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end
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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-- --
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-- CHECK MOB MOVEMENT ITSELF --
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-- --
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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dbg_mobf.pmovement_lvl1("MOBF: movement hard limits check for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
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movement_gen.fix_runaway(entity,movement_state)
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movement_gen.fix_to_slow(entity,movement_state)
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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-- --
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-- DO / PREPARE CHANGES THAT NEED TO BE DONE BECAUSE OF MOB IS --
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-- PREDICTED TO BE SOMEWHERE WHERE IT SHOULDN'T BE --
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-- --
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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dbg_mobf.pmovement_lvl1("MOBF: movement check for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
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--skip if movement already got changed
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if movement_state.changed == false then
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--predict next block mob will be
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local pos_predicted = movement_generic.predict_next_block( movement_state.basepos,
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movement_state.current_velocity,
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movement_state.current_acceleration)
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local pos_predicted_state = environment.pos_is_ok(pos_predicted,entity)
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dbg_mobf.pmovement_lvl3("Pos predicted state: " .. pos_predicted_state)
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-- Y-Movement
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if movement_state.changed == false then
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height_level_control.precheck_movement(entity,movement_state,pos_predicted,pos_predicted_state)
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end
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-- X/Z-Movement
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if movement_state.changed == false then
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direction_control.precheck_movement(entity,movement_state,pos_predicted,pos_predicted_state)
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end
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end
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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-- --
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-- DO RANDOM CHANGES TO MOB MOVEMENT --
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-- --
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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dbg_mobf.pmovement_lvl1("MOBF: randomized movement for mob ".. entity.data.name .. " "..printpos(movement_state.basepos))
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--do randomized changes if not fighting
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height_level_control.random_movement_handler(entity,movement_state)
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direction_control.random_movement_handler(entity,movement_state)
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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-- --
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-- APPLY CHANGES CALCULATED BEFORE --
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-- --
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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movement_gen.apply_movement_changes(entity,movement_state)
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end
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-------------------------------------------------------------------------------
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-- name: apply_movement_changes(entity,movement_state)
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--
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--! @brief check and apply the changes from movement_state
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--! @memberof movement_gen
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--! @private
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--
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--! @param entity mob to apply changes
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--! @param movement_state changes to apply
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-------------------------------------------------------------------------------
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function movement_gen.apply_movement_changes(entity,movement_state)
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if movement_state.changed then
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--check if there is a acceleration to set
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if movement_state.accel_to_set == nil then
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movement_state.accel_to_set = {x=0,
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y=movement_state.default_y_accel,
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z=0}
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entity.object:setvelocity({x=0,y=0,z=0})
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minetest.log(LOGLEVEL_ERROR,"MOBF BUG!!!! set accel requested but no accel given!")
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end
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--check if gravity is set
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if movement_state.accel_to_set.y == nil then
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--print("fixing y movement: ".. printpos(movement_state.accel_to_set))
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movement_state.accel_to_set.y = movement_state.current_acceleration.y
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end
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-- make sure non flying mobs have default acceleration
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if entity.data.movement.canfly == false then
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movement_state.accel_to_set.y = movement_state.default_y_accel
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if movement_state.default_y_accel == 0 then
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minetest.log(LOGLEVEL_ERROR,"MOBF BUG!!! " .. entity.data.name .. " mob that can't fly has acceleration 0!")
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end
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end
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dbg_mobf.pmovement_lvl1("MOBF: setting acceleration to " ..printpos(movement_state.accel_to_set) )
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entity.dynamic_data.movement.acceleration = movement_state.accel_to_set
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entity.object:setacceleration(movement_state.accel_to_set)
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end
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end
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-------------------------------------------------------------------------------
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-- name: init_dynamic_data(entity,now)
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--
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--! @brief initialize dynamic data required by movement generator
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--! @memberof movement_gen
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--
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--! @param entity mob to initialize
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--! @param now current time
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-------------------------------------------------------------------------------
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function movement_gen.init_dynamic_data(entity,now)
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local accel_to_set = {x=0,y=9.81,z=0}
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local pos = entity.object:getpos()
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--initialize acceleration values
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accel_to_set.y = environment.get_default_gravity(pos,
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entity.environment.media,
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entity.data.movement.canfly)
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local data = {
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started = false,
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acceleration = accel_to_set,
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changing_levels = false,
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ts_random_jump = now,
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ts_orientation_upd = now,
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mpattern = mobf_movement_patterns[entity.data.movement.pattern],
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moving = true,
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}
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entity.dynamic_data.movement = data
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end
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-------------------------------------------------------------------------------
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-- name: fix_runaway(entity,movement_state)
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--
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--! @brief fix runaway speed mobs
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--! @memberof movement_gen
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--! @private
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--
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--! @param entity mob to check speed limits
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--! @param movement_state current state of movement
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-------------------------------------------------------------------------------
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function movement_gen.fix_runaway(entity,movement_state)
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--avoid mobs racing away
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local xzspeed = math.sqrt(math.pow(movement_state.current_velocity.x,2)+
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math.pow(movement_state.current_velocity.z,2))
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if xzspeed > entity.data.movement.max_speed then
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dbg_mobf.pmovement_lvl3("MOBF: too fast! vxz=" .. xzspeed)
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local newaccel = {x=0,y=movement_state.current_acceleration.y,z=0}
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--calculate sign of acceleration
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if movement_state.current_velocity.x > 0 and
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movement_state.current_acceleration.x >= 0 then
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newaccel.x = entity.data.movement.min_accel * -1
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else
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newaccel.x = entity.data.movement.min_accel
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end
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if movement_state.current_velocity.z > 0 and
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movement_state.current_acceleration.z >= 0 then
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newaccel.z = entity.data.movement.min_accel * -1
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else
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newaccel.z = entity.data.movement.min_accel
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end
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--calculate relative partition of acceleration based on velocity
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if movement_state.current_velocity.x > 0 and
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movement_state.current_velocity.z > 0 then
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newaccel.x = newaccel.x * movement_state.current_velocity.x /
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(movement_state.current_velocity.x+movement_state.current_velocity.z)
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newaccel.z = newaccel.z * movement_state.current_velocity.z /
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(movement_state.current_velocity.x+movement_state.current_velocity.z)
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end
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--set acceleration based on min acceleration
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movement_state.accel_to_set = newaccel
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movement_state.changed = true
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end
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end
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-------------------------------------------------------------------------------
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-- name: fix_to_slow(entity,movement_state)
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--
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--! @brief check if mobs motion is below its minimal speed (e.g. flying birds)
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--! @memberof movement_gen
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--! @private
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--
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--! @param entity mob to check speed limits
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--! @param movement_state current state of movement
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-------------------------------------------------------------------------------
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function movement_gen.fix_to_slow(entity,movement_state)
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local xzspeed = math.sqrt(math.pow(movement_state.current_velocity.x,2) +
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math.pow(movement_state.current_velocity.z,2) )
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dbg_mobf.pmovement_lvl3("MOBF: x=" .. movement_state.current_velocity.x ..
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" z=" ..movement_state.current_velocity.z ..
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" xz=" .. xzspeed)
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--this ain't perfect to avoid flying mobs standing in air
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--but it's a quick solution to fix most of the problems
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if entity.data.movement.min_speed ~= nil and
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xzspeed < entity.data.movement.min_speed then
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dbg_mobf.pmovement_lvl3("MOBF: too slow! vxz=" .. xzspeed)
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--use normal speed change handling
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movement_state.force_change = true
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end
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end
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-------------------------------------------------------------------------------
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-- name: fix_current_pos(entity,movement_state)
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--
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--! @brief check current position for validity and try to fix
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--! @memberof movement_gen
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--! @private
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--
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--! @param entity to fix position
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--! @param movement_state movement state of mob
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--! @return { speed_to_set = {x,y,z}, speed_changed = true/false, force_speed_change = true/false }
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-------------------------------------------------------------------------------
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function movement_gen.fix_current_pos(entity,movement_state)
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--check if current pos is ok
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local current_state = environment.pos_is_ok(movement_state.basepos,entity)
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movement_state.accel_to_set = { x=0,
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y=movement_state.default_y_accel,
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z=0 }
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local abort_processing = false
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--states ok drop and wrong_surface don't require an imediate action
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if current_state ~= "ok" and
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current_state ~= "drop" and
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current_state ~= "wrong_surface" and
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current_state ~= "possible_surface" then
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dbg_mobf.movement_lvl1("MOBF: BUG !!! somehow your mob managed to get where it shouldn't be, trying to fix")
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--stop mob from moving at all
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entity.object:setacceleration({x=0,y=movement_state.default_y_accel,z=0})
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movement_state.force_change = true
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--mob is currently in whater try to find a suitable position 1 level above current level
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if current_state == "in_water" then
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local targetpos = environment.get_suitable_pos_same_level({x=movement_state.basepos.x,
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y=movement_state.basepos.y+1,
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z=movement_state.basepos.z},
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1,
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entity)
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if targetpos ~= nil then
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minetest.log(LOGLEVEL_WARNING,"MOBF: Your mob dropt into water moving to "..
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printpos(targetpos).." state: "..
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environment.pos_is_ok(targetpos,entity))
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entity.object:moveto(targetpos)
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movement_state.accel_to_set.y = environment.get_default_gravity(targetpos,
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entity.environment.media,
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entity.data.movement.canfly)
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else
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mobf_bug_warning(LOGLEVEL_WARNING,"MOBF: BUG !!! didn't find a way out of water, for mob at: " .. printpos(movement_state.basepos) .. " drowning mob")
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abort_processing = true
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spawning.remove(entity)
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end
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end
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if current_state == "in_air" then
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--TODO die?
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end
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--mob is most likely to fall in water soon find a dry place around
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if current_state == "above_water" then
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dbg_mobf.movement_lvl1("MOBF: mob is lurking around above water")
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local targetpos = environment.get_suitable_pos_same_level({x=movement_state.basepos.x,
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y=movement_state.basepos.y,
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z=movement_state.basepos.z},1,entity)
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if targetpos ~= nil then
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--simple way of fixing
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dbg_mobf.movement_lvl1("mob ".. entity.data.name .. " above water, moving to "..printpos(targetpos).." state: "..environment.pos_is_ok(targetpos,entity))
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entity.object:moveto(targetpos)
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--after moving there might be a new default accel
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movement_state.default_y_accel = environment.get_default_gravity(pos,
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entity.environment.media,
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entity.data.movement.canfly)
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movement_state.basepos = targetpos
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else
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mobf_bug_warning(LOGLEVEL_WARNING,"MOBF: BUG !!! didn't find a way from water, mob is most likely to drown soon")
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end
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end
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end
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local damagetime = 60
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if entity.data.generic.wrong_surface_damage_time ~= nil then
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damagetime = entity.data.generic.wrong_surface_damage_time
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end
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if current_state == "wrong_surface" and
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entity.dynamic_data.good_surface ~= nil then
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if movement_state.now - entity.dynamic_data.good_surface > damagetime then
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entity.object:set_hp(entity.object:get_hp() - (entity.data.generic.base_health/25))
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dbg_mobf.movement_lvl1("MOBF: mob is on wrong surface it will slowly take damage")
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--reset timer for next damage interval
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entity.dynamic_data.good_surface = movement_state.now
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if entity.object:get_hp() <= 0 then
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abort_processing = true
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spawning.remove(entity)
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end
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end
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else
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entity.dynamic_data.good_surface = movement_state.now
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end
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if current_state == "collision" then
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local current_pos = mobf_round_pos(movement_state.basepos);
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local current_node = minetest.env:get_node( current_pos );
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dbg_mobf.movement_lvl3( "MOBF: Mob collided with "..tostring( current_pos.x )..":"..
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tostring( current_pos.y )..":"..
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tostring( current_pos.z ).." Nodename:"..
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tostring( current_node.name ).." walkable:"..
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tostring( minetest.registered_nodes[current_node.name].walkable ));
|
|
|
|
if not mobf_is_walkable(current_node) then
|
|
local targetpos = environment.get_suitable_pos_same_level({x=current_pos.x,
|
|
y=current_pos.y,
|
|
z=current_pos.z},
|
|
1,
|
|
entity)
|
|
if targetpos == nil then
|
|
local targetpos = environment.get_suitable_pos_same_level({x=current_pos.x,
|
|
y=current_pos.y+1,
|
|
z=current_pos.z},
|
|
1,
|
|
entity)
|
|
end
|
|
|
|
if targetpos ~= nil then
|
|
minetest.log(LOGLEVEL_WARNING,"MOBF: Your mob is within solid block moving to"..
|
|
printpos(targetpos).." state: "..
|
|
environment.pos_is_ok(targetpos,entity))
|
|
|
|
entity.object:moveto(targetpos)
|
|
movement_state.accel_to_set.y = environment.get_default_gravity(targetpos,
|
|
entity.environment.media,
|
|
entity.data.movement.canfly)
|
|
else
|
|
minetest.log(LOGLEVEL_WARNING,"MOBF: mob " .. entity.data.name .. " was within solid block, removed")
|
|
abort_processing = true
|
|
spawning.remove(entity)
|
|
end
|
|
end
|
|
end
|
|
|
|
return { abort_processing=abort_processing, }
|
|
end
|
|
|
|
|
|
--register this movement generator
|
|
registerMovementGen(movement_gen.name,movement_gen) |