entity_ai/path.lua
Auke Kok d75c3c83f2 Relicense to LGPL-2.1/CC-BY-SA-4.0.
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.
2019-08-26 15:08:01 -07:00

198 lines
4.1 KiB
Lua

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