--[[ - entity programming should use object:method() design. - creating an entity should use simple methods as follows: minetest.register_entity("sofar:sheep", { object = {}, ..., 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_grass = function(self) end obj:factor_was_hit = function(self) end obj:factor_is_near_mate = ... --]] 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 local 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 local drivers = {} local factors = {} local function animation_select(self, phase, segment) local state = self.entity_ai_state state.phase = phase local animname = self.script[state.driver].animations[phase] print("animation: " .. self.name .. ", phase = " .. phase .. ", anim = " .. animname .. ", " .. (segment or 0)) if not segment then local animations = self.script.animations[animname] if not animations then print(self.name .. ": no animations for " .. phase .. "-" .. segment .. "(" .. animname ..")") 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[animname][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.phase .. " 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 print("trigger anim_end") animation_select(self, state.phase, state.segment + 1) end end end local function consider_factors(self) local state = self.entity_ai_state for factor, factordriver in pairs(self.script[state.driver].factors) do if state.factors[factor] then print("factor " .. factor .. " affects " .. self.name .. " driver changed to " .. factordriver) state.driver = factordriver drivers[factordriver].start(self) end end end drivers.roam = { start = function(self) -- start with moving animation animation_select(self, "idle") local state = self.entity_ai_state state.roam_idle = true state.roam_ttl = math.random(3, 9) end, step = function(self, dtime) animation_loop(self, dtime) consider_factors(self) -- handle movement stuff local state = self.entity_ai_state if state.roam_ttl and state.roam_ttl > 0 then state.roam_ttl = state.roam_ttl - dtime if state.roam_idle then -- we should already be stopped return elseif state.roam_move then -- do path movement local pos = self.object:getpos() if vector.distance(pos, state.roam_target) < 1.0 then -- arrived (close enough! print("arrived") state.roam_ttl = 0 return end if state.roam_path then local curspd = self.object:getvelocity() -- if jumping, let jump finish before making more adjustments if curspd.y <= 0 then local i, v = next(state.roam_path, nil) if not i then -- pathing failed state.roam_path = nil state.roam_idle = true state.roam_move = nil self.object:setvelocity(vector.new()) return end if vector.distance(pos, v) < 0.3 then state.roam_path[i] = nil --FIXME shouldn't return here return end local vo = {x = v.x, y = v.y - 0.5, z = v.z} local vec = vector.subtract(vo, pos) local len = vector.length(vec) local vdif = vec.y vec.y = 0 local dir = vector.normalize(vec) local spd = vector.multiply(dir, 2.0)-- vel -- don't jump from too far away if vdif > 0.1 and len < 1.5 then print("jump") -- make sure we finish our jump state.roam_ttl = math.min(3.0, state.roam_ttl) -- jump spd = {x = spd.x/10, y = 4, z = spd.z/10} self.object:setvelocity(spd) elseif vdif < 0 and len <= 1.1 then -- drop one path node just to be sure state.roam_path[i] = nil -- falling down, just let if fall else spd.y = self.object:getvelocity().y -- don't change yaw when jumping self.object:setyaw(dir_to_yaw(spd)) self.object:setvelocity(spd) end --print(minetest.pos_to_string(spd)) end end else print("unknown roam state!") end else -- reset ttl state.roam_ttl = math.random(3, 9) -- flip state if state.roam_idle then print("going roaming") -- get a target 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, {"group:flora", "group:snappy", "group:dirt", "group:soil", "group:crumbly", "default:dirt_with_dry_grass", "default:sand"}) if #nodes == 0 then -- failed to get a target, just stand still print("No target found, stopped") return 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 print("no path found!") return end print("going to: " .. dump(pick)) 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 }) state.roam_target = pick state.roam_path = minetest.find_path(pos, pick, 30, 2.2, 2.0, "A*") if not state.roam_path then print("Unable to calculate path") else for k, v in pairs(state.roam_path) do minetest.add_particle({ pos = v, velocity = vector.new(), acceleration = vector.new(), expirationtime = 3, size = 3, collisiondetection = false, vertical = false, texture = "wool_white.png", playername = nil }) end end -- done, roaming mode good! animation_select(self, "move") state.roam_idle = nil state.roam_move = true else print("going idle") animation_select(self, "idle") state.roam_idle = true state.roam_move = nil state.roam_target = nil state.roam_path = nil -- stop self.object:setvelocity(vector.new()) end end -- minetest.find_nodes_in_area_under_air(minp, maxp, nodenames) -- minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) end, stop = function(self) -- play out remaining animations end, } drivers.startle = { start = function(self) -- start with moving animation animation_select(self, "idle") -- clear factors local state = self.entity_ai_state state.factors.got_hit = nil state.factors.anim_end = nil end, step = function(self, dtime) animation_loop(self, dtime) consider_factors(self) end, stop = function(self) -- play out remaining animations end, } drivers.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) animation_loop(self, dtime) -- check timer ourselves local state = self.entity_ai_state if (minetest.get_us_time() - state.flee_start) > (15 * 1000000) then state.factors.git_hit = nil state.factors.fleed_too_long = true end consider_factors(self) end, stop = function(self) -- play out remaining animations end, } drivers.death = { start = function(self) -- start with moving animation animation_select(self, "idle") end, step = function(self, dtime) animation_loop(self, dtime) end, stop = function(self) -- play out remaining animations end, } factors.got_hit = function(self) local state = self.entity_ai_state return state.factors.got_hit end factors.anim_end = function(self) local state = self.entity_ai_state return state.factors.anim_end end factors.fleed_too_long = function(self) local state = self.entity_ai_state return state.factors.fleed_too_long 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 driver = self.entity_ai_state.driver print("loaded: " .. self.name .. ", driver=" .. driver) else -- set initial mob driver driver = self.script.driver local state = self.entity_ai_state state.driver = driver print("activate: " .. self.name .. ", driver=" .. driver) end -- gravity self.object:setacceleration({x = 0, y = -9.81, z = 0}) drivers[driver].start(self) end local function entity_ai_on_step(self, dtime) local state = self.entity_ai_state local driver = state.driver drivers[driver].step(self, 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, time_from_last_punch, tool_capabilities, dir} if self.object:get_hp() == 0 then print("death") self.object:set_hp(1) state.driver = "death" drivers.death.start(self) return false end end local function entity_ai_on_rightclick(self, clicker) end local function entity_ai_get_staticdata(self) print("saved: " .. self.name) return minetest.serialize(self.entity_ai_state) end local sheep_script = { -- the start driver. Should be able to spawn a mob with a different driver! driver = "roam", -- defined animation sets: -- "name" = { animationspec1, animationspec2, animationspec3 } -- each must be present -> 'nil' required -- [1] = head animation, should not loop (when entering this animation cycle) -- [2] = body animation, should loop (base loop animation) -- [3] = tail animation, should not loop (when leaving this animation cycle) --FIXME handle repeats (running animation 5x ?) animations = { move = { nil, {{x = 0, y = 40}, frame_speed = 60, frame_loop = true}, nil }, run = { nil, {{x = 0, y = 40}, frame_speed = 90, frame_loop = true}, nil }, idle = { nil, {{x = 111, y = 119}, frame_speed = 10, frame_loop = true}, nil }, eat = { nil, {{x = 41, y = 81}, frame_speed = 30, frame_loop = true}, nil, }, startle = { {{x = 100, y = 110}, frame_speed = 30, frame_loop = false}, {{x = 111, y = 119}, frame_speed = 30, frame_loop = true}, nil, }, death = { {{x = 82, y = 90}, frame_speed = 15, frame_loop = false}, {{x = 90, y = 99}, frame_speed = 15, frame_loop = true}, nil, }, }, -- mob script states: roam = { driver = "roaming", factors = { got_hit = "startle", became_fertile = "fertile", attractor_nearby = "attracted", too_far_from_home = "homing", }, animations = { move = "move", idle = "idle", }, }, eat = { driver = "eat", factors = { ate_enough = "roam", became_fertile = "fertile", attractor_nearby = "attracted", }, animations = { eat = "eat", idle = "idle", }, }, startle = { driver = "startle", factors = { anim_end = "flee", }, animations = { idle = "startle", }, }, flee = { driver = "flee", factors = { got_hit = "startle", fleed_too_long = "roam", }, animations = { move = "run", }, }, attracted = { driver = "approach", factors = { became_fertile = "fertile", approached_too_long = "roam", }, animations = { move = "move", idle = "idle", }, }, fertile = { driver = "mate", factors = { got_hit = "startle", }, animations = { move = "move", idle = "idle", }, }, homing = { driver = "homing", factors = { near_home = "roam", got_hit = "startle", }, animations = { move = "move", idle = "idle", }, }, death = { driver = "death", animations = { idle = "death", }, }, } minetest.register_entity("entity_ai:sheep", { name = "entity_ai:sheep", hp_max = 30, physical = true, visual = "mesh", mesh = "sheep.b3d", textures = {"sheep_fur.png"}, -- standard stuff collisionbox = {-7/16, -1/2, -7/16, 7/16, 6/16, 7/16}, -- entity_ai stuff script = sheep_script, -- standard callbacks on_activate = entity_ai_on_activate, on_step = entity_ai_on_step, on_punch = entity_ai_on_punch, -- ? on_rightclick = entity_ai_on_rightclick, -- per entity stuff I suppose get_staticdata = entity_ai_get_staticdata, }) minetest.register_on_joinplayer(function(player) minetest.add_entity({x=31.0,y=2.0,z=96.0}, "entity_ai:sheep") end)