All step code is now part of the driver engine: - sound steps - factor accounting - factor-based switching - animation step handling. Moreover, there is no more local factor state subtable, and factors need to return or pass factordata to the driver method. Factordata is only passed to the .start() method as well, but that can then store the needed data into the entity_ai_state as needed by the driver itself. This still has an issue with entity animation sequence ends, as far as I can see, in the sheep eat driver. This will need further work. finders, drivers and factors are now all in separate files. The sheep script has been partially cleaned up to account for the differences Many asserts were added. We need to keep these until things become more stable, and possibly add a ton more of them to make sure we're not passing garbage. A luacheck file is added to keep things sane going forward.
227 lines
5.8 KiB
Lua
227 lines
5.8 KiB
Lua
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--[[
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Copyright (c) 2016 - Auke Kok <sofar@foo-projects.org>
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* entity_ai is licensed as follows:
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- All code is: GNU Affero General Public License, Version 3.0 (AGPL-3.0)
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- All artwork is: CC-BY-ND-4.0
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A Contributor License Agreement exists, please read:
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- https://github.com/sofar/entity_ai/readme.md.
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--]]
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entity_ai.register_driver("roam", {
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start = function(self)
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-- start with idle animation unless we get a path
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self.driver:animation("idle")
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local state = self.entity_ai_state
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state.roam_ttl = math.random(3, 9)
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self.path = Path(self)
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if not self.path:find() then
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--print("Unable to calculate path")
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self.driver:switch("idle")
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return
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end
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-- done, roaming mode good!
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self.driver:animation("move")
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end,
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step = function(self, dtime)
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-- handle movement stuff
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local state = self.entity_ai_state
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if state.roam_ttl and state.roam_ttl <= 0 then
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self.driver:switch("idle")
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return
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end
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state.roam_ttl = state.roam_ttl - dtime
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-- do path movement
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if not self.path or self.path:distance() < 0.7 or
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not self.path:step(dtime) then
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self.driver:switch("idle")
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return
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end
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end,
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stop = function(self)
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local state = self.entity_ai_state
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state.roam_ttl = nil
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end,
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})
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entity_ai.register_driver("idle", {
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start = function(self)
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self.driver:animation("idle")
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self.object:setvelocity(vector.new())
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local state = self.entity_ai_state
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state.idle_ttl = math.random(2, 20)
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-- sanity checks
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check_trapped_and_escape(self)
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end,
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step = function(self, dtime)
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local state = self.entity_ai_state
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state.idle_ttl = state.idle_ttl - dtime
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if state.idle_ttl <= 0 then
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self.driver:switch("roam")
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return
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end
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end,
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stop = function(self)
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local state = self.entity_ai_state
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state.idle_ttl = nil
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end,
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})
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entity_ai.register_driver("startle", {
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start = function(self, factordata)
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-- startle animation
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self.driver:animation("startle")
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self.object:setvelocity(vector.new())
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-- collect info we want to use in this driver
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local state = self.entity_ai_state
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if factordata and factordata["got_hit"] then
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state.attacker = factordata["got_hit"][1]
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state.attacked_at = factordata["got_hit"][5]
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end
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end,
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step = function(self, dtime)
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end,
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stop = function(self)
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-- play out remaining animations
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end,
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})
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entity_ai.register_driver("eat", {
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start = function(self, factordata)
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self.driver:animation("eat")
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self.object:setvelocity(vector.new())
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-- collect info we want to use in this driver
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local state = self.entity_ai_state
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state.eat_ttl = math.random(30, 60)
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if factordata and factordata.near_foodnode then
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state.food = factordata.near_foodnode
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end
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end,
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step = function(self, dtime)
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local state = self.entity_ai_state
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if state.eat_ttl > 0 then
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state.eat_ttl = state.eat_ttl - dtime
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return
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end
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state.ate_enough = math.random(200, 300)
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self.driver:switch("eat_end")
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end,
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stop = function(self)
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local state = self.entity_ai_state
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state.eat_ttl = nil
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-- increase HP
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local hp = self.object:get_hp()
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if hp < self.driver:get_property("hp_max") then
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self.object:set_hp(hp + 1)
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end
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-- eat foodnode
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local food = state.food
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if not food then
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return
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end
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local node = minetest.get_node(food)
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minetest.sound_play(minetest.registered_nodes[node.name].sounds.dug, {pos = food, max_hear_distance = 18})
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if node.name == "default:dirt_with_grass" or node.name == "default:dirt_with_dry_grass" then
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minetest.set_node(food, {name = "default:dirt"})
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--elseif node.name == "default:grass_1" or node.name == "default:dry_grass_1" then
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-- minetest.remove_node(food)
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elseif node.name == "default:grass_2" then
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minetest.set_node(food, {name = "default:grass_1"})
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elseif node.name == "default:grass_3" then
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minetest.set_node(food, {name = "default:grass_2"})
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elseif node.name == "default:grass_4" then
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minetest.set_node(food, {name = "default:grass_3"})
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elseif node.name == "default:grass_5" then
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minetest.set_node(food, {name = "default:grass_4"})
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elseif node.name == "default:dry_grass_2" then
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minetest.set_node(food, {name = "default:dry_grass_1"})
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elseif node.name == "default:dry_grass_3" then
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minetest.set_node(food, {name = "default:dry_grass_2"})
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elseif node.name == "default:dry_grass_4" then
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minetest.set_node(food, {name = "default:dry_grass_3"})
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elseif node.name == "default:dry_grass_5" then
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minetest.set_node(food, {name = "default:dry_grass_4"})
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end
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state.food = nil
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end,
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})
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entity_ai.register_driver("eat_end", {
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start = function(self)
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self.driver:animation("eat")
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self.object:setvelocity(vector.new())
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end,
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step = function(self, dtime)
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end,
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stop = function(self)
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end,
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})
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entity_ai.register_driver("flee", {
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start = function(self)
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self.driver:animation("move")
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local state = self.entity_ai_state
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state.flee_start = minetest.get_us_time()
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end,
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step = function(self, dtime)
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-- check timer ourselves
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local state = self.entity_ai_state
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if (minetest.get_us_time() - state.flee_start) > (15 * 1000000) then
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state.flee_start = nil
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self.driver:switch("roam")
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return
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end
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-- are we fleeing yet?
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if self.path and self.path.distance then
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-- stop fleeing if we're at a safe distance
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-- execute flee path
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if self.path:distance() < 2.0 then
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-- get a new flee path
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self.path = {}
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else
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-- follow path
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if not self.path:step() then
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self.path = {}
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end
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end
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else
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self.path = Path(self)
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if not self.path:find() then
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--print("Unable to calculate path")
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return
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end
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-- done, flee path good!
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self.driver:animation("move")
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end
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end,
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stop = function(self)
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-- play out remaining animations
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end,
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})
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entity_ai.register_driver("death", {
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start = function(self)
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-- start with moving animation
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self.driver:animation("idle")
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end,
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step = function(self, dtime)
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end,
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stop = function(self)
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-- play out remaining animations
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end,
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})
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