--[[ Copyright (c) 2016 - Auke Kok * entity_ai is licensed as follows: - All code is: GNU Affero General Public License, Version 3.0 (AGPL-3.0) - All artwork is: CC-BY-ND-4.0 A Contributor License Agreement exists, please read: - https://github.com/sofar/entity_ai/readme.md. --]] --[[ 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 -- -- misc helper functions function dir_to_yaw(vec) if vec.z < 0 then return math.pi - math.atan(vec.x / vec.z) elseif vec.z > 0 then return -math.atan(vec.x / vec.z) elseif vec.x < 0 then return math.pi else return 0 end end function yaw_to_dir(yaw) local y = yaw + (math.pi / 2) return {x = math.cos(y), y = 0, z = math.sin(y)} end function vector.sort(v1, v2) return {x = math.min(v1.x, v2.x), y = math.min(v1.y, v2.y), z = math.min(v1.z, v2.z)}, {x = math.max(v1.x, v2.x), y = math.max(v1.y, v2.y), z = math.max(v1.z, v2.z)} end 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("mob trapped, escaped upward!") self.object:setpos({x = pos.x, y = p2.y + 0.5, z = pos.z}) else print("mob 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) entity_ai.registered_drivers[name] = def end entity_ai.registered_factors = {} function entity_ai.register_factor(name, func) entity_ai.registered_factors[name] = func end entity_ai.registered_finders = {} function entity_ai.register_finder(name, func) 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") -- -- Animation functions -- local function animation_select(self, animation, segment) local state = self.entity_ai_state state.animation = animation --print(self.name .. ": driver = " .. self.driver.name .. ", animation = " .. animation .. ", segment = " .. (segment or 0)) if not segment then local animations = self.script.animations[animation] if not animations then print(self.name .. ": no animations for " .. animation .. ", segment = " .. (segment or 0)) return end for i = 1, 3 do local animdef = animations[i] if animdef then state.segment = i -- calculate when to advance to next segment if not animdef.frame_loop then local animlen = (animdef[1].y - animdef[1].x) / animdef.frame_speed state.animttl = animlen else state.animttl = nil end self.object:set_animation(animdef[1], animdef.frame_speed, animdef.frame_loop) return end end else local animdef = self.script.animations[animation][segment] if animdef then state.segment = segment self.object:set_animation(animdef[1], animdef.frame_speed, animdef.frame_loop) return end end print("animation_select: can't find animation " .. state.animation .. " for driver " .. state.driver .. " for entity " .. self.name) end local function animation_loop(self, dtime) local state = self.entity_ai_state if state.animttl then state.animttl = state.animttl - dtime if state.animttl <= 0 then state.animttl = nil state.factors.anim_end = true animation_select(self, state.animation, state.segment + 1) end end end local function consider_factors(self, dtime) local state = self.entity_ai_state for factor, factordriver in pairs(self.script[self.driver.name].factors) do -- do we have a test we need to run? if entity_ai.registered_factors[factor] then entity_ai.registered_factors[factor](self, dtime) end -- check results if state.factors[factor] then print("factor " .. factor .. " affects " .. self.name .. " driver changed to " .. factordriver) state.driver = factordriver self.driver:switch(factordriver) end end end entity_ai.register_finder("find_habitat", function(self) local pos = self.object:getpos() local minp, maxp = vector.sort({ x = math.random(pos.x - 10, pos.x + 10), y = pos.y - 5, z = math.random(pos.z - 10, pos.z + 10) }, { x = math.random(pos.x - 10, pos.x + 10), y = pos.y + 5, z = math.random(pos.z - 10, pos.z + 10) }) minp, maxp = vector.sort(minp, maxp) local nodes = minetest.find_nodes_in_area_under_air(minp, maxp, self.driver:get_property("habitatnodes")) if #nodes == 0 then return nil end local pick = nodes[math.random(1, #nodes)] -- find top walkable node while true do local node = minetest.get_node(pick) if not minetest.registered_nodes[node.name].walkable then pick.y = pick.y - 1 else -- one up at the end pick.y = pick.y + 1 break end end -- move to the top surface of pick if not pick then return nil end --[[ minetest.add_particle({ pos = {x = pick.x, y = pick.y - 0.1, z = pick.z}, velocity = vector.new(), acceleration = vector.new(), expirationtime = 3, size = 6, collisiondetection = false, vertical = false, texture = "wool_red.png", playername = nil }) --]] return pick end) entity_ai.register_driver("roam", { start = function(self) -- start with idle animation unless we get a path animation_select(self, "idle") local state = self.entity_ai_state state.roam_ttl = math.random(3, 9) self.path = Path(self) if not self.path:find() then --print("Unable to calculate path") self.driver:switch("idle") return end -- done, roaming mode good! animation_select(self, "move") end, step = function(self, dtime) -- handle movement stuff local state = self.entity_ai_state if state.roam_ttl > 0 then state.roam_ttl = state.roam_ttl - dtime -- do path movement if not self.path or self.path:distance() < 0.7 or not self.path:step(dtime) then self.driver:switch("idle") return end else self.driver:switch("idle") end end, stop = function(self) local state = self.entity_ai_state state.roam_ttl = nil end, }) entity_ai.register_driver("idle", { start = function(self) animation_select(self, "idle") self.object:setvelocity(vector.new()) local state = self.entity_ai_state state.idle_ttl = math.random(2, 20) -- sanity checks 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(pos) if not minetest.registered_nodes[n2.name].walkable then end end end, step = function(self, dtime) local state = self.entity_ai_state state.idle_ttl = state.idle_ttl - dtime if state.idle_ttl <= 0 then self.driver:switch("roam") end end, stop = function(self) local state = self.entity_ai_state state.idle_ttl = nil end, }) entity_ai.register_driver("startle", { start = function(self) -- startle animation animation_select(self, "startle") self.object:setvelocity(vector.new()) -- collect info we want to use in this driver local state = self.entity_ai_state if state.factors.got_hit then state.attacker = state.factors.got_hit[1] state.attacked_at = state.factors.got_hit[5] end -- clear factors state.factors.got_hit = nil state.factors.anim_end = nil end, step = function(self, dtime) end, stop = function(self) -- play out remaining animations end, }) entity_ai.register_driver("eat", { start = function(self) animation_select(self, "eat") self.object:setvelocity(vector.new()) -- collect info we want to use in this driver local state = self.entity_ai_state state.eat_ttl = math.random(30, 60) end, step = function(self, dtime) local state = self.entity_ai_state if state.eat_ttl > 0 then state.eat_ttl = state.eat_ttl - dtime return end state.factors.ate_enough = math.random(200, 00) self.driver:switch("eat_end") end, stop = function(self) local state = self.entity_ai_state state.eat_ttl = nil -- increase HP local hp = self.object:get_hp() if hp < self.driver:get_property("hp_max") then self.object:set_hp(hp + 1) end -- eat foodnode local food = state.factors.near_foodnode if not food then return end -- FIXME can probably be removed. if type(food) == "number" then return end local node = minetest.get_node(food) minetest.sound_play(minetest.registered_nodes[node.name].sounds.dug, {pos = food, max_hear_distance = 18}) if node.name == "default:dirt_with_grass" or node.name == "default:dirt_with_dry_grass" then minetest.set_node(food, {name = "default:dirt"}) --elseif node.name == "default:grass_1" or node.name == "default:dry_grass_1" then -- minetest.remove_node(food) elseif node.name == "default:grass_2" then minetest.set_node(food, {name = "default:grass_1"}) elseif node.name == "default:grass_3" then minetest.set_node(food, {name = "default:grass_2"}) elseif node.name == "default:grass_4" then minetest.set_node(food, {name = "default:grass_3"}) elseif node.name == "default:grass_5" then minetest.set_node(food, {name = "default:grass_4"}) elseif node.name == "default:dry_grass_2" then minetest.set_node(food, {name = "default:dry_grass_1"}) elseif node.name == "default:dry_grass_3" then minetest.set_node(food, {name = "default:dry_grass_2"}) elseif node.name == "default:dry_grass_4" then minetest.set_node(food, {name = "default:dry_grass_3"}) elseif node.name == "default:dry_grass_5" then minetest.set_node(food, {name = "default:dry_grass_4"}) end state.factors.near_foodnode = nil end, }) entity_ai.register_driver("eat_end", { start = function(self) animation_select(self, "eat") self.object:setvelocity(vector.new()) end, step = function(self, dtime) end, stop = function(self) end, }) entity_ai.register_finder("flee_attacker", function(self) local state = self.entity_ai_state local from = state.attacked_at if state.attacker and state.attacker ~= "" then local player = minetest.get_player_by_name(state.attacker) if player then from = player:getpos() end end if not from then from = self.object:getpos() state.attacked_at = from end from = vector.round(from) local pos = self.object:getpos() local dir = vector.subtract(pos, from) dir = vector.normalize(dir) dir = vector.multiply(dir, 10) local to = vector.add(pos, dir) local nodes = minetest.find_nodes_in_area_under_air( vector.subtract(to, 4), vector.add(to, 4), {"group:crumbly", "group:cracky", "group:stone"}) if #nodes == 0 then -- failed to get a target, just run away from attacker?! print("No target found, stopped") return end -- find top walkable node local pick = nodes[math.random(1, #nodes)] while true do local node = minetest.get_node(pick) if not minetest.registered_nodes[node.name].walkable then pick.y = pick.y - 1 else -- one up at the end pick.y = pick.y + 1 break end end -- move to the top surface of pick if not pick then return false end --[[ minetest.add_particle({ pos = {x = pick.x, y = pick.y - 0.1, z = pick.z}, velocity = vector.new(), acceleration = vector.new(), expirationtime = 3, size = 6, collisiondetection = false, vertical = false, texture = "wool_red.png", playername = nil }) --]] return pick end) entity_ai.register_driver("flee", { start = function(self) animation_select(self, "move") local state = self.entity_ai_state state.flee_start = minetest.get_us_time() state.factors.fleed_too_long = nil end, step = function(self, dtime) -- check timer ourselves local state = self.entity_ai_state if (minetest.get_us_time() - state.flee_start) > (15 * 1000000) then state.factors.got_hit = nil state.factors.fleed_too_long = true end -- are we fleeing yet? if self.path and self.path.distance then -- stop fleeing if we're at a safe distance -- execute flee path if self.path:distance() < 2.0 then -- get a new flee path self.path = {} else -- follow path if not self.path:step() then self.path = {} end end else self.path = Path(self) if not self.path:find() then --print("Unable to calculate path") return end -- done, flee path good! animation_select(self, "move") end end, stop = function(self) -- play out remaining animations end, }) entity_ai.register_driver("death", { start = function(self) -- start with moving animation animation_select(self, "idle") end, step = function(self, dtime) end, stop = function(self) -- play out remaining animations end, }) entity_ai.register_factor("near_foodnode", function(self, dtime) local state = self.entity_ai_state if state.factors.ate_enough and state.factors.ate_enough > 0 then state.factors.ate_enough = state.factors.ate_enough - dtime return else state.factors.ate_enough = nil end if self.near_foodnode_ttl and self.near_foodnode_ttl > 0 then self.near_foodnode_ttl = self.near_foodnode_ttl - dtime return end -- don't check too often self.near_foodnode_ttl = 2.0 local pos = vector.round(self.object:getpos()) local yaw = self.object:getyaw() self.yaw = yaw local offset = yaw_to_dir(yaw) local maxp = vector.add(pos, offset) local minp = vector.subtract(maxp, {x = 0, y = 1, z = 0 }) local nodes = minetest.find_nodes_in_area(minp, maxp, self.driver:get_property("foodnodes")) if #nodes == 0 then return end --[[ minetest.add_particle({ pos = maxp, velocity = vector.new(), acceleration = vector.new(), expirationtime = 3, size = 6, collisiondetection = false, vertical = false, texture = "wool_pink.png", playername = nil }) --]] -- store grass node in our factor result - take topmost in list state.factors.near_foodnode = nodes[#nodes] end) local function entity_ai_on_activate(self, staticdata) self.entity_ai_state = { factors = {} } local driver = "" if staticdata ~= "" then -- load staticdata self.entity_ai_state = minetest.deserialize(staticdata) if not self.entity_ai_state then 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) -- 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 mob 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) animation_loop(self, dtime) consider_factors(self, dtime) self.driver:step(dtime) end local function entity_ai_on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir) local state = self.entity_ai_state state.factors["got_hit"] = {puncher:get_player_name(), time_from_last_punch, tool_capabilities, dir, self.object:getpos()} -- 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") end 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 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)