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.
128 lines
2.9 KiB
Lua
128 lines
2.9 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_finder("find_habitat", function(self)
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local pos = self.object:getpos()
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local minp, maxp = vector.sort({
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x = math.random(pos.x - 10, pos.x + 10),
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y = pos.y - 5,
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z = math.random(pos.z - 10, pos.z + 10)
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}, {
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x = math.random(pos.x - 10, pos.x + 10),
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y = pos.y + 5,
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z = math.random(pos.z - 10, pos.z + 10)
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})
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local nodes = minetest.find_nodes_in_area_under_air(minp, maxp, self.driver:get_property("habitatnodes"))
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if #nodes == 0 then
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return nil
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end
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local pick = nodes[math.random(1, #nodes)]
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-- find top walkable node
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while true do
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local node = minetest.get_node(pick)
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if not minetest.registered_nodes[node.name].walkable then
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pick.y = pick.y - 1
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else
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-- one up at the end
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pick.y = pick.y + 1
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break
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end
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end
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-- move to the top surface of pick
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if not pick then
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return nil
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end
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--[[ minetest.add_particle({
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pos = {x = pick.x, y = pick.y - 0.1, z = pick.z},
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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 = 6,
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collisiondetection = false,
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vertical = false,
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texture = "wool_red.png",
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playername = nil
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})
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--]]
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return pick
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end)
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entity_ai.register_finder("flee_attacker", function(self)
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local state = self.entity_ai_state
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local from = state.attacked_at
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if state.attacker and state.attacker ~= "" then
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local player = minetest.get_player_by_name(state.attacker)
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if player then
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from = player:getpos()
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end
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end
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if not from then
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from = self.object:getpos()
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state.attacked_at = from
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end
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from = vector.round(from)
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local pos = self.object:getpos()
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local dir = vector.subtract(pos, from)
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dir = vector.normalize(dir)
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dir = vector.multiply(dir, 10)
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local to = vector.add(pos, dir)
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local nodes = minetest.find_nodes_in_area_under_air(
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vector.subtract(to, 4),
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vector.add(to, 4),
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{"group:crumbly", "group:cracky", "group:stone"})
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if #nodes == 0 then
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-- failed to get a target, just run away from attacker?!
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print("No target found, stopped")
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return
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end
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-- find top walkable node
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local pick = nodes[math.random(1, #nodes)]
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while true do
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local node = minetest.get_node(pick)
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if not minetest.registered_nodes[node.name].walkable then
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pick.y = pick.y - 1
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else
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-- one up at the end
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pick.y = pick.y + 1
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break
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end
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end
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-- move to the top surface of pick
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if not pick then
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return false
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end
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--[[
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minetest.add_particle({
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pos = {x = pick.x, y = pick.y - 0.1, z = pick.z},
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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 = 6,
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collisiondetection = false,
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vertical = false,
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texture = "wool_red.png",
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playername = nil
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})
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--]]
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return pick
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end)
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