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

This commit is contained in:
rnd1 2016-02-08 12:14:27 +01:00
parent d8e120eb10
commit c5bd9a5ed6

61
api.lua
View File

@ -10,6 +10,7 @@ local creative = minetest.setting_getbool("creative_mode")
local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
local remove_far = minetest.setting_getbool("remove_far_mobs")
-- PATHFINDING settings
local enable_pathfinding = true
local stuck_timeout = 5 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 15 -- how long will mob follow path before giving up
@ -894,7 +895,6 @@ minetest.register_entity(name, {
and self.state ~= "attack"
and not day_docile(self) then
-- rnd to do: if stuck then find better way
local s = self.object:getpos()
local p, sp, dist
local player = nil
@ -1261,7 +1261,7 @@ minetest.register_entity(name, {
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then -- rnd : to do if cant attack search better way
elseif self.state == "attack" then
-- calculate distance from mob and enemy
local s = self.object:getpos()
@ -1470,30 +1470,41 @@ minetest.register_entity(name, {
if dist > self.reach then
-- PATH FINDING by rnd
local s1 = self.path.lastpos;
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
self.path.stuck_timer = self.path.stuck_timer+dtime
else self.path.stuck_timer = 0;
end
self.path.lastpos = {x=s.x,y=s.y,z=s.z};
if (self.path.stuck_timer>stuck_timeout and not self.path.stuck) or (self.path.stuck_timer>stuck_path_timeout and self.path.stuck) then -- im stuck, search for path
self.path.stuck = true;
local sheight=self.collisionbox[5]-self.collisionbox[2];
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!
--minetest.chat_send_all("stuck at " .. s.x .." " .. s.y .. " " .. s.z .. ", calculating path")
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);
--minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)
self.path.way = minetest.find_path(s, p1, 16, 2, 6,"A*_noprefetch"); --"A*_noprefetch");
if not self.path.way then
self.path.stuck=false
minetest.sound_play(self.sounds.attack, { -- play sound to acknowledge found way
object = self.object,
max_hear_distance = self.sounds.distance
})
--else minetest.chat_send_all("found path with length " .. #self.path.way);
if enable_pathfinding then
local s1 = self.path.lastpos;
if math.abs(s1.x-s.x)+math.abs(s1.z-s.z)<2 then
self.path.stuck_timer = self.path.stuck_timer+dtime
else self.path.stuck_timer = 0;
end
self.path.stuck_timer=0;
end
self.path.lastpos = {x=s.x,y=s.y,z=s.z};
if (self.path.stuck_timer>stuck_timeout and not self.path.stuck) or (self.path.stuck_timer>stuck_path_timeout and self.path.stuck) then -- im stuck, search for path
self.path.stuck = true;
local sheight=self.collisionbox[5]-self.collisionbox[2];
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!
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
minetest.chat_send_all("stuck at " .. s.x .." " .. s.y .. " " .. s.z .. ", calculating path")
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);
--minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)
self.path.way = minetest.find_path(s, p1, 16, 2, 6,"Dijkstra"); --"A*_noprefetch");
if not self.path.way then
self.path.stuck=false
minetest.sound_play(self.sounds.random, { -- frustration! cant find the damn path:(
object = self.object,
max_hear_distance = self.sounds.distance
})
else
if self.sounds.random then -- yay i found path
minetest.sound_play(self.sounds.attack, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
minetest.chat_send_all("found path with length " .. #self.path.way);
end
self.path.stuck_timer=0;
end
end
-- END PATH FINDING
-- jump attack