14f8a7d6bf
-fixed group support for mobs -fixed sun damage handler resetting animation to "stand" -fix orientation not updated correct for mobs following new default state schema -fixed bug 2d sprites not shown correctly -fixed doku -added support for upright sprites -added 3d mesh model for dm -added 3d mesh models for chicken -added sounds for some mod -added license information -added support for mobf without fire mod -added non inventory_plus settings gui (requres core patch) -replaced custom debug chatcommand handlers by official minetest ones
542 lines
16 KiB
Lua
542 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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--
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--! @file environment.lua
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--! @brief component for environment related functions
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--! @copyright Sapier
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--! @author Sapier
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--! @date 2012-08-09
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--
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--! @defgroup environment Environment subcomponent
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--! @brief Environment check functions used by different subcomponents
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--! @ingroup framework_int
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--! @{
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-- Contact sapier a t gmx net
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-------------------------------------------------------------------------------
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--! @class environment
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--! @brief environment related features
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environment = {}
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--! @brief list of known environments
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--! @memberof environment
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environment_list = {}
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--!@}
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-------------------------------------------------------------------------------
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-- name: get_suitable_pos_same_level(pos_raw,maxsearcharea,entity)
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--
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--! @brief find a position suitable around a specific position
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--
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--! @param pos_raw position to look at
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--! @param maxsearcharea max range to look for suitable position
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--! @param entity mob to look for position
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--! @param accept_possible return position thats possible only too
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--! @return {x,y,z} position found or nil
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-------------------------------------------------------------------------------
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function environment.get_suitable_pos_same_level(pos_raw,maxsearcharea,entity,accept_possible)
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dbg_mobf.movement_lvl3("MOBF: --> get_suitable_pos_same_level "
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.. printpos(pos_raw))
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local pos = mobf_round_pos(pos_raw)
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dbg_mobf.movement_lvl1("MOBF: Starting pos is "..printpos(pos)
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.." max search area is "..maxsearcharea)
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local e1 = "|"
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local e2 = "|"
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local e3 = "|"
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local e4 = "|"
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local possible_targets = {}
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--search next position on solid ground
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for search=1, maxsearcharea,1 do
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--TODO randomize search order
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--find along edge 1
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for current=-search,search,1 do
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local pos_tocheck = { x= pos.x + current,y=pos.y,z=pos.z -search}
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local pos_state = environment.pos_is_ok(pos_tocheck,entity)
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dbg_mobf.movement_lvl1("MOBF: state of "..printpos(pos_tocheck).." is "
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.. pos_state)
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if pos_state == "ok" then
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dbg_mobf.movement_lvl1("found new pos")
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table.insert(possible_targets, pos_tocheck)
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elseif pos_state == "possible_surface" and
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accept_possible then
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table.insert(possible_targets, pos_tocheck)
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-- elseif pos_state == "collision_jumpabe" then
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-- dbg_mobf.movement_lvl1("found new pos above")
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-- return {x=pos_tocheck.x,y=pos_tocheck.y+1,z=pos_tocheck.z}
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else
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e1 = e1..pos_state.."|"
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end
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end
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--find along edge 2
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for current=-(search-1),(search-1),1 do
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local pos_tocheck = { x= pos.x + search,y=pos.y,z=pos.z + current}
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local pos_state = environment.pos_is_ok(pos_tocheck,entity)
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dbg_mobf.movement_lvl1("MOBF: state of "..printpos(pos_tocheck).." is "
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.. pos_state)
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if pos_state == "ok" then
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dbg_mobf.movement_lvl1("found new pos")
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table.insert(possible_targets, pos_tocheck)
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elseif pos_state == "possible_surface" and
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accept_possible then
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table.insert(possible_targets, pos_tocheck)
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else
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e2 = e2..pos_state.."|"
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end
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end
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--find along edge 3
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for current=search,-search,-1 do
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local pos_tocheck = { x= pos.x + current,y=pos.y,z=pos.z + search}
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local pos_state = environment.pos_is_ok(pos_tocheck,entity)
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dbg_mobf.movement_lvl1("MOBF: state of "..printpos(pos_tocheck).." is "
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.. pos_state)
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if pos_state == "ok" then
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dbg_mobf.movement_lvl1("found new pos")
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table.insert(possible_targets, pos_tocheck)
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elseif pos_state == "possible_surface" and
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accept_possible then
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table.insert(possible_targets, pos_tocheck)
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else
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e3 = e3..pos_state.."|"
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end
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end
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--find along edge 4
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for current=(search-1),-(search-1),-1 do
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local pos_tocheck = { x= pos.x -search,y=pos.y,z=pos.z + current}
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local pos_state = environment.pos_is_ok(pos,entity)
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dbg_mobf.movement_lvl1("MOBF: state of "..printpos(pos_tocheck).." is "
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.. pos_state)
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if pos_state == "ok" then
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dbg_mobf.movement_lvl1("found new pos")
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table.insert(possible_targets, pos_tocheck)
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elseif pos_state == "possible_surface" and
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accept_possible then
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table.insert(possible_targets, pos_tocheck)
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else
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e4 = e4..pos_state.."|"
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end
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end
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end
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-- print("MOBF: Bug !!! didn't find a suitable position to place mob")
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-- print("Surrounding of " .. printpos(pos_raw) .. "was:")
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-- print(e1)
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-- print(" " .. e2)
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-- print(e4)
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-- print(e3)
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if #possible_targets > 0 then
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local i = math.random(1, #possible_targets)
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return possible_targets[i]
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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: is_media_element(nodename,environment)
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--
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--! @brief check if nodename is in environment
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--! @memberof environment
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--
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--! @param nodename name to check
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--! @param media environment of mob
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--! @return true/false
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------------------------------------------------------------------------------
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function environment.is_media_element( nodename, media )
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--security check
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if media == false then
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mobf_bug_warning(LOGLEVEL_ERROR,"MOBF: BUG!!!! no environment specified!")
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return false
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end
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for i,v in ipairs(media) do
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if v == nodename then
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return true
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end
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end
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dbg_mobf.environment_lvl2("MOBF: " .. nodename .. " is not within environment list:")
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for i,v in ipairs(media) do
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dbg_mobf.environment_lvl2("MOBF: " .. v)
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end
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return false
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end
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-------------------------------------------------------------------------------
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-- name: get_absolute_min_max_pos(env, pos)
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--
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--! @brief check if nodename is in environment
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--! @memberof environment
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--
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--! @param env environment mob should be
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--! @param pos position it is currently
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--! @return { minpos,maxpos }
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------------------------------------------------------------------------------
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function environment.get_absolute_min_max_pos(env,pos)
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local node = minetest.env:get_node(pos)
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--if is not within environment it should be return current position
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--as min max
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if environment.is_media_element(node.name,env.media) == false then
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return pos.y,pos.y
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end
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local min_y = env.min_height_above_ground
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local max_y = env.max_height_above_ground
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--a fully generic check isn't possible here so we need to use media
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--specific ways ... it's ugly but works
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if node.name == "air" then
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min_y = min_y + ( pos.y - mobf_surface_distance(pos))
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max_y = max_y + ( pos.y - mobf_surface_distance(pos))
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end
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if node.name == "default:water" or
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node.name == "defailt:water_flowing" then
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-- water mobs do use min/max directly
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end
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if node.name == "default:lava" or
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node.name == "default:lava_flowing" then
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--TODO e.g. lava fish
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--not implemented by now
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end
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return min_y,max_y
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end
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-------------------------------------------------------------------------------
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-- name: is_jumpable_surface(name)
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--
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--! @brief check if name is a surface an mob may jump onto
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--! @memberof environment
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--
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--! @param name name to check
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--! @return true/false
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-------------------------------------------------------------------------------
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function environment.is_jumpable_surface(name)
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if name == "default:dirt" or
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name == "default:dirt_with_grass" or
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name == "default:stone" or
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name == "default:sand" or
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name == "default:clay"
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then
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return true
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end
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dbg_mobf.environment_lvl1("MOBF: is "..name.." a jumpable surface?")
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return false
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end
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-------------------------------------------------------------------------------
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-- name: checksurfacek(pos,surfaces)
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--
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--! @brief check if a position is suitable for an mob
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--! @memberof environment
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--
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--! @param pos position to check
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--! @param surface surfaces valid
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--! @return true on valid surface false if not
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-------------------------------------------------------------------------------
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function environment.checksurface(pos,surface)
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--if no surfaces are specified any surface is treated as ok
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if surface == nil then
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return "ok"
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end
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local pos_below = {x=pos.x,y=pos.y-1,z=pos.z}
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local node_below = minetest.env:get_node(pos_below)
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if node_below == nil then
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return "ok"
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end
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for i,v in ipairs(surface.good) do
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if node_below.name == v then
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return "ok"
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end
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end
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if surface.possible ~= nil then
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for i,v in ipairs(surface.possible) do
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if node_below.name == v then
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return "possible_surface"
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end
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end
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end
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return "wrong_surface"
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end
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-------------------------------------------------------------------------------
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-- name: pos_is_ok(pos,entity)
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--
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--! @brief check if a position is suitable for an mob
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--! @memberof environment
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--
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--! @param pos position to check
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--! @param entity mob to check
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--! @return suitability of position for mob values:
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--! -ok -@>position is ok
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--! -collision -@>position is within a node
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--! -collision_jumpable -@>position is within a node that can be jumped onto
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--! -drop -@>position is a drop
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--! -drop_above_water -@>position is to far above water
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--! -above_water -@>position is right over water
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--! -in_water -@>position is within a water node(source or flow)
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--! -in_air -@>position is in air
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--! -above_limit -@>position is above level limit
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--! -below_limit -@>position is below level limit
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--! -wrong_surface -@>position is above surface mob shouldn't be
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--! -invalid -@>unable to check position
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-------------------------------------------------------------------------------
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function environment.pos_is_ok(pos,entity)
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local min_ground_distance = 0
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local max_ground_distance = 0
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if entity.environment.max_height_above_ground ~= nil then
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max_ground_distance = entity.environment.max_height_above_ground
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end
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if entity.environment.min_height_above_ground ~= nil then
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min_ground_distance = entity.environment.min_height_above_ground
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end
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if entity.data.movement.canfly == nil or
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entity.data.movement.canfly == false then
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max_ground_distance = 1
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end
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dbg_mobf.environment_lvl2("MOBF: Checking pos "..printpos(pos))
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if pos == nil then
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mobf_bug_warning(LOGLEVEL_ERROR,"MOBF: BUG!!!! checking pos with nil value this won't work")
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return "invalid"
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end
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local node = minetest.env:get_node(pos)
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if node == nil then
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mobf_bug_warning(LOGLEVEL_ERROR,"MOBF: BUG!!!! checking position with invalid node")
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return "invalid"
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end
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local ground_distance = mobf_ground_distance(pos,entity.environment.media)
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if environment.is_media_element(node.name,entity.environment.media) == true then
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dbg_mobf.environment_lvl2("MOBF: \tin environment")
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--following return codes are only usefull for non flying
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if entity.data.movement.canfly == nil or
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entity.data.movement.canfly == false then
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if mobf_above_water(pos) then
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if ground_distance > max_ground_distance then
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dbg_mobf.environment_lvl2("MOBF: \tdropping above water")
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return "drop_above_water"
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end
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dbg_mobf.environment_lvl2("MOBF: \tabove water")
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return "above_water"
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end
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if ground_distance > max_ground_distance then
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dbg_mobf.environment_lvl2("MOBF: \tdropping")
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return "drop"
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else
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dbg_mobf.environment_lvl2("MOBF: \tsurface dependent")
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return environment.checksurface(pos,entity.environment.surfaces)
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end
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else
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local miny,maxy = environment.get_absolute_min_max_pos(entity.environment,pos)
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if pos.y < miny then
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return "below_limit"
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end
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if pos.y > maxy then
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return "above_limit"
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end
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return environment.checksurface(pos,entity.environment.surfaces)
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end
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end
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dbg_mobf.environment_lvl1("MOBF pos "..printpos(pos) .. " isn't ok "
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.. node.name .. " for mob " .. entity.data.name)
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--position is not ok gather some usefull information
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local pos_above = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_above = minetest.env:get_node(pos_above)
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if node_above == nil then
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mobf_bug_warning(LOGLEVEL_ERROR,"MOBF: BUG!!!! checking position with invalid node above")
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return "invalid"
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end
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if environment.is_media_element(node_above.name,entity.environment.media) and
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environment.is_jumpable_surface(node.name,entity.environment) then
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return "collision_jumpable"
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end
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if node.name == "default:water_source" or
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node.name == "default:water_flowing" then
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return "in_water"
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end
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if node.name == "air" then
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return "in_air"
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end
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return "collision"
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end
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-------------------------------------------------------------------------------
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-- name: get_default_gravity(pos,environment,canfly)
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--
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--! @brief get default acceleration depending on mobs medium and pos
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--! @memberof environment
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--
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--! @param pos position where to check gravity
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--! @param media mobs movement medium
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--! @param canfly is mob capable of flying?
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--! @return y-acceleration
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------------------------------------------------------------------------------
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function environment.get_default_gravity(pos,media,canfly)
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if pos == nil then
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return nil
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end
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local node = minetest.env:get_node(pos)
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--if an mob can't fly or isn't within it's medium default acceleration
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-- for it's current medium is applied
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if canfly == nil or
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canfly == false or
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environment.is_media_element(node.name,media) == false
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then
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if (node.name == "air") then
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return -9.81
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end
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if node.name == "default:water_source" or
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node.name == "default:water_flowing" then
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return -2.5
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end
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if node.name == "default:lava" then
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return 0.1
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end
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--mob is at invalid position thus returning default air acceleration
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return -9.81
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end
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return 0
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end
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-------------------------------------------------------------------------------
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-- name: fix_base_pos(entity, middle_to_bottom)
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--
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--! @brief fix the mobs y position according to model or sprite height
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--! @memberof environment
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--
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--! @param entity mob to fix base position
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--! @param center_to_bottom distance from center of mob to its bottom (absolute value)
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--! @return new position set by function
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------------------------------------------------------------------------------
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function environment.fix_base_pos(entity, center_to_bottom)
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if center_to_bottom > 0.5 then
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local pos = entity.object:getpos()
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local node_pos = minetest.env:get_node(pos)
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local pos_to_check = {x=pos.x,y=pos.y-center_to_bottom+0.1,z=pos.z}
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local node_pos_check = minetest.env:get_node(pos_to_check)
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if node_pos ~= nil and
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node_pos_check ~= nil then
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dbg_mobf.environment_lvl3("MOBF: fixing y position / base position required? "
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.. node_pos.name .. " " .. node_pos_check.name)
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if node_pos.name ~= node_pos_check.name then
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distance_to_ground = mobf_surface_distance(pos)
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pos.y = pos.y + (center_to_bottom - distance_to_ground +0.5)
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dbg_mobf.environment_lvl2("MOBF: fixing y position of " .. entity.data.name
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.. " got distance " .. center_to_bottom .. " moving to " ..printpos(pos))
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entity.object:moveto(pos)
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end
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end
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end
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return entity.getbasepos(entity)
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end
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-------------------------------------------------------------------------------
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-- name: register(name, environment)
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--
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--! @brief register an environment to mob framework
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--! @memberof environment
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--
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--! @param name id of environment
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--! @param environment description of environment
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--! @return true/false succesfully registred environment
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-------------------------------------------------------------------------------
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function environment.register(name, environment)
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if environment_list[name] ~= nil then
|
|
return false
|
|
end
|
|
|
|
environment_list[name] = environment
|
|
return true
|
|
end
|
|
|
|
dofile (mobf_modpath .. "/environments/flight_1.lua")
|
|
dofile (mobf_modpath .. "/environments/meadow.lua")
|
|
dofile (mobf_modpath .. "/environments/on_ground_1.lua")
|
|
dofile (mobf_modpath .. "/environments/on_ground_2.lua")
|
|
dofile (mobf_modpath .. "/environments/open_waters.lua")
|
|
dofile (mobf_modpath .. "/environments/shallow_waters.lua")
|
|
dofile (mobf_modpath .. "/environments/simple_air.lua") |