In concorance with the CLA, I'm relicensing this according to the exact rules in there that permit this. Henceforth this project is fully compatible with other MT projects and consistently licensed.
198 lines
4.1 KiB
Lua
198 lines
4.1 KiB
Lua
--[[
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Copyright (c) 2016-2019 - Auke Kok <sofar@foo-projects.org>
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* entity_ai is licensed as follows:
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- All code is: LGPL-2.1
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- All artwork is: CC-BY-SA-4.0
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--]]
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--
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-- Path class - manage and execute an entity path
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--
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-- Class definition
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Path = {}
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Path.__index = Path
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setmetatable(Path, {
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__call = function(c, ...)
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return c.new(...)
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end,
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})
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-- constructor
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function Path.new(obj)
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local self = setmetatable({}, Path)
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self.object = obj.object
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self.driver = obj.object:get_luaentity().driver
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self.origin = self.object:getpos()
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self.config = {
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distance = 30,
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jump = 1.0,
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fall = 3.0,
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algorithm = "Dijkstra",
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}
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self.path = {}
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return self
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end
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-- to help serialization
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function Path:save()
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return {
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target = self.target,
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config = self.config
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}
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end
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function Path:find(finder)
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-- select a finder
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if not finder then
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local finders = self.object:get_luaentity().script[self.driver.name].finders
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if not finders then
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print("No finder for driver: " .. self.driver.name)
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return false
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end
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for _, v in ipairs(finders) do
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-- use the finder
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self.target = entity_ai.registered_finders[v](self.object:get_luaentity())
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if self.target then
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break
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end
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end
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else
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self.target = entity_ai.registered_finders[finder](self.object:get_luaentity())
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end
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if not self.target then
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return false
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end
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-- pathing will fail if we're on a ledge. We can fix this by
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-- pathing from the node below instead
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local pos = vector.round(self.origin)
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local onpos = {x = pos.x, y = pos.y - 1, z = pos.z}
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local on = minetest.get_node(onpos)
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if not minetest.registered_nodes[on.name].walkable then
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pos.y = onpos.y
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end
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local config = self.config
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self.path = minetest.find_path(pos, vector.round(self.target), config.distance, config.jump,
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config.fall, config.algorithm)
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--[[
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if self.path ~= nil then
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for k, v in pairs(self.path) do
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minetest.add_particle({
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pos = v,
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velocity = vector.new(),
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acceleration = vector.new(),
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expirationtime = 3,
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size = 3,
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collisiondetection = false,
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vertical = false,
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texture = "wool_white.png",
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playername = nil
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})
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end
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end
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--]]
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return self.path ~= nil
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end
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function Path:step(dtime)
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local curspd = self.object:getvelocity()
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local pos = self.object:getpos()
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-- if jumping, let jump finish before making more adjustments
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if curspd.y >= 0 and curspd.y <= 2 then
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local i, v = next(self.path, nil)
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if not i then
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return false
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end
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if vector.distance(pos, v) < 0.3 then
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-- remove one
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--FIXME shouldn't return here
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local _, v2 = next(self.path, i)
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if not v2 then
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return false
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end
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end
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-- prune path more?
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local ii, vv = next(self.path, i)
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local _, vvv = next(self.path, ii)
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if vv and vvv and vvv.y == v.y and vector.distance(vv,v) < 2 then
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-- prune one
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self.path[ii] = nil
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end
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-- done pruning
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--[[
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minetest.add_particle({
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pos = {x = v.x, y = v.y + 0.2, z = v.z},
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velocity = vector.new(),
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acceleration = vector.new(),
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expirationtime = 1,
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size = 2,
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collisiondetection = false,
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vertical = false,
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texture = "wool_yellow.png",
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playername = nil
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})
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--]]
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local vo = {x = v.x, y = v.y - 0.5, z = v.z}
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local vec = vector.subtract(vo, pos)
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local len = vector.length(vec)
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local vdif = vec.y
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vec.y = 0
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local dir = vector.normalize(vec)
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local spd = vector.multiply(dir, self.driver:get_property("speed"))
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-- don't jump from too far away
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if vdif > 0.1 and len < 1.5 then
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-- jump
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spd = {x = spd.x/4, y = 5, z = spd.z/4}
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self.object:setvelocity(spd)
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elseif vdif < 0 and len <= 1.1 then
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-- drop one path node just to be sure
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self.path[i] = nil
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-- falling down, just let if fall
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else
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spd.y = self.object:getvelocity().y
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-- don't change yaw when jumping
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self.object:setyaw(minetest.dir_to_yaw(spd))
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self.object:setvelocity(spd)
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end
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end
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return true
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end
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function Path:distance()
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if not self.path then
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return 0
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end
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if not self.target then
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return 0
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end
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return vector.distance(self.object:getpos(), self.target)
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end
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function Path:length()
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if not self.path then
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return 0
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end
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return #self.path
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end
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function Path:get_config()
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return self.config
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end
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function Path:set_config(conf)
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self.config = conf
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end
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