--[[ Copyright (c) 2016-2019 - Auke Kok * entity_ai is licensed as follows: - All code is: LGPL-2.1 - All artwork is: CC-BY-SA-4.0 --]] --[[ General API design ideas: -- spawning a new entity obj = Entity({name = "sheep", state = {}}) -- drivers self.driver:switch(self, driver) self.driver:step() self.driver:start() self.driver:stop() - entity programming should use object:method() design. - creating an entity should use simple methods as follows: minetest.register_entity("sofar:sheep", { ..., on_activate = entity_ai:on_activate, on_step = entity_ai:on_step, on_punch = entity_ai:on_punch, on_rightclick = entity_ai:on_rightclick, get_staticdata = entity_ai:get_staticdata, }) entity activity is a structure organized as a graph: events may cause: -> [flee] -> [defend] -> [dead] -> [return] initial states [roam] [guard] [hunt] etc.. Each state may have several substates [idle] -> { idle.1, idle.2, idle.3 } Each state has a "driver". This is the algorithm that makes the entity do stuff. "do stuff" can mean "stand still", "move to a pos", "attack something" or a combination of any of these, including "use a node", "place a node" etc. -- returns: nil obj:driver_eat_grass = function(self) end obj:driver_idle = function(self) end obj:driver_find_food = function(self) end obj:driver_defend = ... obj:driver_death = ... obj:driver_mate = ... Each state has several "factors". These are conditions that may be met at any point in time. Factors can be "A node is nearby that can be grazed on", "close to water", "fertile", "was hit recently", "took damage recently", "a hostile faction is nearby" -- returns: bool obj:factor_is_fertile = function(self) end obj:factor_is_near_foodnode = function(self) end obj:factor_was_hit = function(self) end obj:factor_is_near_mate = ... --]] -- -- misc functions -- function check_trapped_and_escape(self) local pos = vector.round(self.object:getpos()) local node = minetest.get_node(pos) if minetest.registered_nodes[node.name].walkable then -- stuck, can we go up? local p2 = {x = pos.x, y = pos.y + 1, z = pos.z} local n2 = minetest.get_node(p2) if not minetest.registered_nodes[n2.name].walkable then --print("monster trapped, escaped upward!") self.object:setpos({x = pos.x, y = p2.y + 0.5, z = pos.z}) else print("monster trapped but can't escape upward!", minetest.pos_to_string(pos)) end end end -- -- globals -- entity_ai = {} entity_ai.registered_drivers = {} function entity_ai.register_driver(name, def) assert(not entity_ai.registered_drivers[name]) entity_ai.registered_drivers[name] = def end entity_ai.registered_factors = {} function entity_ai.register_factor(name, func) assert(not entity_ai.registered_factors[name]) entity_ai.registered_factors[name] = func end entity_ai.registered_finders = {} function entity_ai.register_finder(name, func) assert(not entity_ai.registered_finders[name]) entity_ai.registered_finders[name] = func end -- -- includes -- local modpath = minetest.get_modpath(minetest.get_current_modname()) dofile(modpath .. "/path.lua") dofile(modpath .. "/driver.lua") -- -- standard entity methods -- local function entity_ai_on_activate(self, staticdata) self.entity_ai_state = {} local driver if staticdata ~= "" then -- load staticdata self.entity_ai_state = minetest.deserialize(staticdata) if not self.entity_ai_state then print("entity_ai entity without saved state, removing") self.object:remove() return end local state = self.entity_ai_state -- driver class, has to come before path if state.driver_save then driver = state.driver_save state.driver_save = nil else driver = self.script.driver end self.driver = Driver(self, driver) state.driver_save = nil -- path class if self.script[driver].finders then if state.path_save then self.path = Path(self, state.path_save.target) self.path:set_config(state.path_save.config) self.path:find() state.path_save = {} end end --print("loaded: " .. self.name .. ", driver=" .. driver ) else -- set initial monster driver driver = self.script.driver self.driver = Driver(self, driver) --print("activate: " .. self.name .. ", driver=" .. driver) end -- properties self.object:set_hp(self.driver:get_property("hp_max")) -- gravity self.object:setacceleration({x = 0, y = -9.81, z = 0}) -- init driver self.driver:start() end local function entity_ai_on_step(self, dtime) self.driver:step(dtime) end local function entity_ai_on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir) -- sounds? minetest.sound_play("on_punch", {object = self.object}) -- hp dmg if self.object:get_hp() == 0 then --FIXME print("death") self.driver:switch("death") return end -- factor self.driver:factor("got_hit", { puncher:get_player_name(), time_from_last_punch, tool_capabilities, dir, self.object:getpos() }) end local function entity_ai_on_rightclick(self, clicker) end local function entity_ai_get_staticdata(self) --print("saved: " .. self.name) local state = self.entity_ai_state state.driver_save = self.driver.name if self.path and self.path.save then state.path_save = self.path:save() end return minetest.serialize(state) end function entity_ai.register_entity(name, def) -- FIXME add some sort of entity registration table -- FIXME handle spawning and reloading? def.name = name def.physical = def.physical or true def.visual = def.visual or "mesh" def.makes_footstep_sound = def.makes_footstep_sound or true def.stepheight = def.stepheight or 0.55 def.collisionbox = def.collisionbox or {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2} -- entity_ai callbacks def.on_activate = entity_ai_on_activate def.on_step = entity_ai_on_step def.on_punch = entity_ai_on_punch def.on_rightclick = entity_ai_on_rightclick def.get_staticdata = entity_ai_get_staticdata minetest.register_entity(name, def) end -- load builtin registrations dofile(modpath .. "/finders.lua") dofile(modpath .. "/factors.lua") dofile(modpath .. "/drivers.lua") -- load entities dofile(modpath .. "/sheep.lua") dofile(modpath .. "/stone_giant.lua") -- misc. --minetest.register_on_joinplayer(function(player) -- minetest.add_entity({x=31.0,y=2.0,z=96.0}, "entity_ai:stone_giant") --end)