mob position to search path from seems to be crucial for find_path to work, used line of sight to determine position exactly one node above ground
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c5bd9a5ed6
25
api.lua
25
api.lua
@ -10,6 +10,7 @@ local creative = minetest.setting_getbool("creative_mode")
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local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
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local remove_far = minetest.setting_getbool("remove_far_mobs")
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-- PATHFINDING settings
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local enable_pathfinding = true
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local stuck_timeout = 5 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 15 -- how long will mob follow path before giving up
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@ -894,7 +895,6 @@ minetest.register_entity(name, {
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and self.state ~= "attack"
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and not day_docile(self) then
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-- rnd to do: if stuck then find better way
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local s = self.object:getpos()
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local p, sp, dist
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local player = nil
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@ -1261,7 +1261,7 @@ minetest.register_entity(name, {
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end
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-- attack routines (explode, dogfight, shoot, dogshoot)
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elseif self.state == "attack" then -- rnd : to do if cant attack search better way
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elseif self.state == "attack" then
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-- calculate distance from mob and enemy
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local s = self.object:getpos()
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@ -1470,8 +1470,9 @@ minetest.register_entity(name, {
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if dist > self.reach then
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-- PATH FINDING by rnd
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if enable_pathfinding then
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local s1 = self.path.lastpos;
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if math.abs(s1.x-s.x)+math.abs(s1.z-s.z)<2 then -- rnd: almost standing still, to do: insert path finding here
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if math.abs(s1.x-s.x)+math.abs(s1.z-s.z)<2 then
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self.path.stuck_timer = self.path.stuck_timer+dtime
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else self.path.stuck_timer = 0;
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end
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@ -1480,20 +1481,30 @@ minetest.register_entity(name, {
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self.path.stuck = true;
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local sheight=self.collisionbox[5]-self.collisionbox[2];
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s.x=math.floor(s.x+0.5);s.y=math.floor(s.y+0.5)-sheight;s.z=math.floor(s.z+0.5); -- round position to center of node to avoid stuck in walls, also adjust height for player models!
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--minetest.chat_send_all("stuck at " .. s.x .." " .. s.y .. " " .. s.z .. ", calculating path")
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local ssight,sground;ssight,sground=minetest.line_of_sight(s, {x=s.x,y=s.y-4,z=s.z}, 1); if not ssight then s.y=sground.y+1 end-- determine node above ground
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minetest.chat_send_all("stuck at " .. s.x .." " .. s.y .. " " .. s.z .. ", calculating path")
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local p1 = self.attack:getpos();p1.x=math.floor(p1.x+0.5);p1.y=math.floor(p1.y+0.5);p1.z=math.floor(p1.z+0.5);
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--minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)
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self.path.way = minetest.find_path(s, p1, 16, 2, 6,"A*_noprefetch"); --"A*_noprefetch");
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self.path.way = minetest.find_path(s, p1, 16, 2, 6,"Dijkstra"); --"A*_noprefetch");
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if not self.path.way then
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self.path.stuck=false
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minetest.sound_play(self.sounds.attack, { -- play sound to acknowledge found way
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minetest.sound_play(self.sounds.random, { -- frustration! cant find the damn path:(
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object = self.object,
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max_hear_distance = self.sounds.distance
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})
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--else minetest.chat_send_all("found path with length " .. #self.path.way);
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else
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if self.sounds.random then -- yay i found path
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minetest.sound_play(self.sounds.attack, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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})
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end
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minetest.chat_send_all("found path with length " .. #self.path.way);
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end
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self.path.stuck_timer=0;
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end
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end
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-- END PATH FINDING
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-- jump attack
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