2024-10-15 17:09:08 -06:00

113 lines
2.9 KiB
Lua

local PATH_FIND_ALGORITHM = "Dijkstra"
-- local PATH_FIND_ALGORITHM = "A*_noprefetch"
-- local PATH_FIND_ALGORITHM = "A*"
PyuTest.ENTITY_BLOOD_AMOUNT = 6
PyuTest.HUMAN_LIKE_CBOX = {-0.25, -1, -0.25, 0.25, 1, 0.25}
PyuTest.get_nearest_entity = function (self, pos, range, only_player)
local closet_distance = math.huge
local nearest
for obj in minetest.objects_inside_radius(pos, range) do
local dist = vector.distance(pos, obj:get_pos())
if dist < closet_distance and obj ~= self then
if only_player then
if obj:is_player() then
closet_distance = dist
nearest = obj
end
else
closet_distance = dist
nearest = obj
end
end
end
return nearest
end
PyuTest.make_mob = function (name, properties, options)
local default_options = {
ai = "dummy",
max_jump = 1,
max_drop = 8,
speed = 3,
view_range = 3,
sight_range = 10,
gravity = true,
gravity_multiplier = 1
}
local cfg = {}
for k, v in pairs(options) do
cfg[k] = v
end
for k, v in pairs(default_options) do
if cfg[k] == nil then
cfg[k] = v
end
end
local collisionbox = properties.collisionbox or PyuTest.HUMAN_LIKE_CBOX
minetest.register_entity(name, {
initial_properties = PyuTest.util.tableconcat(properties, {
physical = true,
collide_with_objects = true,
stepheight = properties.stepheight or 1.1,
collisionbox = collisionbox,
selectionbox = properties.selectionbox or collisionbox,
show_on_minimap = properties.show_on_minimap or true
}),
options = cfg,
data = {
target = {
object = nil,
position = nil,
path = nil,
pathindex = nil
}
},
on_step = function (self, dtime, moveresult)
local obj = self.object
local pos = obj:get_pos()
local ai = self.options.ai
local data = self.data
if ai == nil or ai == "dummy" then
return
end
if ai == "follownearest" then
if data.target.path == nil then
data.target.object = PyuTest.get_nearest_entity(obj, pos, cfg.sight_range, true)
if data.target.object == nil then
return
end
data.target.position = data.target.object:get_pos()
data.target.path = minetest.find_path(pos, data.target.position, cfg.view_range, cfg.max_jump, cfg.max_drop, PATH_FIND_ALGORITHM)
data.target.pathindex = 1
else
if data.target.pathindex == #data.target.path then
data.target.path = nil
data.target.object = nil
data.target.position = nil
data.target.pathindex = nil
else
local p = data.target.path[data.target.pathindex]
obj:move_to(p)
obj:set_yaw(vector.angle(data.target.object:get_pos(), obj:get_pos()))
data.target.pathindex = data.target.pathindex + 1
end
end
end
end
})
end