dungeon/mods/mobf/mgen_follow/main_follow.lua

406 lines
12 KiB
Lua

-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- And of course you are NOT allow to pretend you have written it.
--
--! @file main_follow.lua
--! @brief component containing a targeted movement generator
--! @copyright Sapier
--! @author Sapier
--! @date 2012-08-09
--
--! @defgroup mgen_follow MGEN: follow movement generator
--! @brief A movement generator creating movement that trys to follow a moving
--! target or reach a given point on map
--! @ingroup framework_int
--! @{
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--! @class mgen_follow
--! @brief a movement generator trying to follow or reach a target
mgen_follow = {}
--!@}
--! @brief movement generator identifier
--! @memberof mgen_follow
mgen_follow.name = "follow_mov_gen"
-------------------------------------------------------------------------------
-- name: identify_movement_state(ownpos,targetpos)
--
--! @brief check what situation we are
--! @memberof mgen_follow
--
--! @param ownpos position of entity
--! @param targetpos position of target
--!
--! @return "below_los"
--! "below_no_los"
--! "same_height_los"
--! "same_height_no_los"
--! "above_los"
--! "above_no_los"
--! "unknown"
-------------------------------------------------------------------------------
function mgen_follow.identify_movement_state(ownpos,targetpos)
local same_height_delta = 0.1
local los = mobf_line_of_sight(ownpos,targetpos)
if ownpos.y > targetpos.y - same_height_delta and
ownpos.y < targetpos.y + same_height_delta then
if los then
return "same_height_los"
else
return "same_height_no_los"
end
end
if ownpos.y < targetpos.y then
if los then
return "below_los"
else
return "below_no_los"
end
end
if ownpos.y > targetpos.y then
if los then
return "above_los"
else
return "above_no_los"
end
end
return "unknown"
end
-------------------------------------------------------------------------------
-- name: handleteleport(entity,now)
--
--! @brief handle teleportsupport
--! @memberof mgen_follow
--
--! @param entity mob to check for teleport
--! @param now current time
--! @param targetpos position of target
--!
--! @return true/false finish processing
-------------------------------------------------------------------------------
function mgen_follow.handleteleport(entity,now,targetpos)
if (entity.dynamic_data.movement.last_next_to_target ~= nil ) then
local time_since_next_to_target =
now - entity.dynamic_data.movement.last_next_to_target
dbg_mobf.fmovement_lvl3("MOBF: time since next to target: " .. time_since_next_to_target ..
" delay: " .. dump(entity.data.movement.teleportdelay) ..
" teleportsupport: " .. dump(entity.dynamic_data.movement.teleportsupport))
if (entity.dynamic_data.movement.teleportsupport) and
time_since_next_to_target > entity.data.movement.teleportdelay then
entity.object:setvelocity({x=0,y=0,z=0})
entity.object:setacceleration({x=0,y=0,z=0})
entity.object:moveto(targetpos)
entity.dynamic_data.movement.last_next_to_target = now
return true
end
end
return false
end
-------------------------------------------------------------------------------
-- name: callback(entity,now)
--
--! @brief main callback to make a mob follow its target
--! @memberof mgen_follow
--
--! @param entity mob to generate movement for
--! @param now current time
-------------------------------------------------------------------------------
function mgen_follow.callback(entity,now)
dbg_mobf.fmovement_lvl3("MOBF: Follow mgen callback called")
if entity == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: called movement gen without entity!")
return
end
if entity.dynamic_data == nil or
entity.dynamic_data.movement == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: >" ..entity.data.name .. "< removed=" .. dump(entity.removed) .. " entity=" .. tostring(entity) .. " probab movement callback")
return
end
local follow_speedup = 10
if entity.data.movement.follow_speedup ~= nil then
follow_speedup = entity.data.movement.follow_speedup
end
--check max speed limit
mgen_follow.checkspeed(entity)
--check environment
local basepos = entity.getbasepos(entity)
local state = environment.pos_is_ok(basepos,entity)
if state == "ok" then
local toset = {
x= basepos.x,
y= basepos.y - 0.5 - entity.collisionbox[2],
z= basepos.z }
--save known good position
entity.dynamic_data.movement.last_pos_in_env = toset
end
if not environment.possible_pos(entity,basepos) or
state == "in_water" or
state == "above_water" or
state == "in_air" or
state == "drop_above_water" then
dbg_mobf.fmovement_lvl1("MOBF: followed to wrong place " .. state)
if entity.dynamic_data.movement.last_pos_in_env ~= nil then
entity.object:moveto(entity.dynamic_data.movement.last_pos_in_env)
basepos = entity.getbasepos(entity)
else
local newpos = environment.get_suitable_pos_same_level(basepos,1,entity,true)
if newpos == nil then
spawning.remove(entity,"mgen_follow poscheck")
else
newpos.y = newpos.y - (entity.collisionbox[2] + 0.49)
entity.object:moveto(newpos)
basepos = entity.getbasepos(entity)
end
end
end
if entity.dynamic_data.movement.target ~= nil or
entity.dynamic_data.movement.guardspawnpoint then
dbg_mobf.fmovement_lvl3("MOBF: Target available")
--calculate distance to target
local targetpos = entity.dynamic_data.spawning.spawnpoint
if entity.dynamic_data.movement.guardspawnpoint ~= true then
dbg_mobf.fmovement_lvl3("MOBF: moving target selected")
targetpos = entity.dynamic_data.movement.target:getpos()
end
if targetpos == nil then
minetest.log(LOGLEVEL_ERROR,"MOBF: " .. entity.data.name
.. " don't have targetpos "
.. "SP: " .. dump(entity.dynamic_data.spawning.spawnpoint)
.. " TGT: " .. dump(entity.dynamic_data.movement.target))
return
end
local distance = mobf_calc_distance_2d(basepos,targetpos)
local yaccel = environment.get_default_gravity(basepos,
entity.environment.media,
entity.data.movement.canfly)
dbg_mobf.fmovement_lvl3("MOBF: default gravity is " .. yaccel )
if mobf_line_of_sight({x=basepos.x,y=basepos.y+1,z=basepos.z},
{x=targetpos.x,y=targetpos.y+1,z=targetpos.z}) == false then
dbg_mobf.fmovement_lvl3("MOBF: no line of sight")
--TODO teleport support?
--TODO other ways to handle this?
--return
end
dbg_mobf.fmovement_lvl3("MOBF: line of sight")
local max_distance = entity.dynamic_data.movement.max_distance
if max_distance == nil then
max_distance = 1
end
--check if mob needs to move towards target
dbg_mobf.fmovement_lvl3("MOBF: max distance is set to : " .. max_distance)
if distance > max_distance then
if mgen_follow.handleteleport(entity,now,targetpos) then
return
end
dbg_mobf.fmovement_lvl3("MOBF: distance:" .. distance)
local current_state = mgen_follow.identify_movement_state(basepos,targetpos)
local handled = false
if handled == false and
(current_state == "same_height_los" or
current_state == "above_los" or
current_state == "above_no_los" ) then
dbg_mobf.fmovement_lvl3("MOBF: \t Case 1: " .. current_state)
local accel_to_set = movement_generic.get_accel_to(targetpos,entity)
accel_to_set.y = yaccel
dbg_mobf.fmovement_lvl3("MOBF: setting acceleration to: " .. printpos(accel_to_set));
mgen_follow.set_acceleration(entity,accel_to_set,follow_speedup)
handled = true
end
if handled == false and
(current_state == "below_los" or
current_state == "below_no_los" or
current_state == "same_height_no_los" ) then
dbg_mobf.fmovement_lvl3("MOBF: \t Case 2: " .. current_state)
local accel_to_set = movement_generic.get_accel_to(targetpos,entity)
accel_to_set.y = yaccel
local current_velocity = entity.object:getvelocity()
local predicted_pos = movement_generic.predict_next_block(basepos,current_velocity,accel_to_set)
local pos_state = environment.pos_is_ok(predicted_pos,entity)
if pos_state == "collision_jumpable" then
local pos_to_set = entity.object:getpos()
pos_to_set.y = pos_to_set.y + 1.1
entity.object:moveto(pos_to_set)
end
dbg_mobf.fmovement_lvl3("MOBF: setting acceleration to: "
.. printpos(accel_to_set) .. " predicted_state: "
.. pos_state);
mgen_follow.set_acceleration(entity,accel_to_set,follow_speedup)
handled = true
end
if handled == false then
dbg_mobf.fmovement_lvl1("MOBF: \t Unexpected movement state: " .. current_state)
end
--nothing to do
else
dbg_mobf.fmovement_lvl3("MOBF: next to target")
entity.object:setvelocity({x=0,y=0,z=0})
entity.object:setacceleration({x=0,y=0,z=0})
entity.dynamic_data.movement.last_next_to_target = now
local dir = mobf_get_direction(basepos,targetpos)
--update mob orientation
if entity.mode == "3d" then
entity.object:setyaw(mobf_calc_yaw(dir.x,dir.z))
else
entity.object:setyaw(mobf_calc_yaw(dir.x,dir.z))
end
end
else
--TODO evaluate if this is an error case
end
end
-------------------------------------------------------------------------------
-- name: initialize()
--
--! @brief initialize movement generator
--! @memberof mgen_follow
--! @public
-------------------------------------------------------------------------------
function mgen_follow.initialize(entity,now)
--intentionally empty
end
-------------------------------------------------------------------------------
-- name: init_dynamic_data(entity,now)
--
--! @brief initialize dynamic data required by movement generator
--! @memberof mgen_follow
--! @public
--
--! @param entity mob to initialize dynamic data
--! @param now current time
-------------------------------------------------------------------------------
function mgen_follow.init_dynamic_data(entity,now)
local pos = entity.object:getpos()
local data = {
target = nil,
guardspawnpoint = false,
max_distance = entity.data.movement.max_distance,
orientation_fix_needed = true,
}
if entity.data.movement.guardspawnpoint ~= nil and
entity.data.movement.guardspawnpoint then
dbg_mobf.fmovement_lvl3("MOBF: setting guard point to: " .. printpos(entity.dynamic_data.spawning.spawnpoint))
data.guardspawnpoint = true
end
if entity.data.movement.teleportdelay~= nil then
data.last_next_to_target = now
data.teleportsupport = true
end
entity.dynamic_data.movement = data
end
-------------------------------------------------------------------------------
-- name: checkspeed(entity)
--
--! @brief check if mobs speed is within it's limits and correct if necessary
--! @memberof mgen_follow
--! @private
--
--! @param entity mob to initialize dynamic data
-------------------------------------------------------------------------------
function mgen_follow.checkspeed(entity)
local current_velocity = entity.object:getvelocity()
local xzspeed = math.sqrt(math.pow(current_velocity.x,2)+
math.pow(current_velocity.z,2))
if (xzspeed > entity.data.movement.max_speed) then
--preserver orientation when correcting speed
local dir = mobf_calc_yaw(current_velocity.x,current_velocity.z)
local velocity_to_set = mobf_calc_vector_components(dir,entity.data.movement.max_speed * 0.25)
velocity_to_set.y=current_velocity.y
entity.object:setvelocity(velocity_to_set)
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: set_acceleration(entity,accel,speedup)
--
--! @brief apply acceleration to entity
--! @memberof mgen_follow
--! @private
--
--! @param entity mob to apply to
--! @param accel acceleration to set
--! @param speedup speedup factor
-------------------------------------------------------------------------------
function mgen_follow.set_acceleration(entity,accel,speedup)
entity.object:setacceleration({x=accel.x*speedup,
y=accel.y,
z=accel.z*speedup})
end
--register this movement generator
registerMovementGen(mgen_follow.name,mgen_follow)