entity_ai/init.lua
Auke Kok 8a62d34438 Major refactor.
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.
2017-04-05 00:28:22 -07:00

263 lines
6.3 KiB
Lua

--[[
Copyright (c) 2016 - Auke Kok <sofar@foo-projects.org>
* entity_ai is licensed as follows:
- All code is: GNU Affero General Public License, Version 3.0 (AGPL-3.0)
- All artwork is: CC-BY-ND-4.0
A Contributor License Agreement exists, please read:
- https://github.com/sofar/entity_ai/readme.md.
--]]
--[[
General API design ideas:
-- spawning a new entity
obj = Entity({name = "sheep", state = {}})
-- drivers
self.driver:switch(self, driver)
self.driver:step()
self.driver:start()
self.driver:stop()
- entity programming should use object:method() design.
- creating an entity should use simple methods as follows:
minetest.register_entity("sofar:sheep", {
...,
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_foodnode = function(self) end
obj:factor_was_hit = function(self) end
obj:factor_is_near_mate = ...
--]]
--
-- misc functions
--
function check_trapped_and_escape(self)
local pos = vector.round(self.object:getpos())
local node = minetest.get_node(pos)
if minetest.registered_nodes[node.name].walkable then
-- stuck, can we go up?
local p2 = {x = pos.x, y = pos.y + 1, z = pos.z}
local n2 = minetest.get_node(p2)
if not minetest.registered_nodes[n2.name].walkable then
--print("monster trapped, escaped upward!")
self.object:setpos({x = pos.x, y = p2.y + 0.5, z = pos.z})
else
print("monster trapped but can't escape upward!", minetest.pos_to_string(pos))
end
end
end
--
-- globals
--
entity_ai = {}
entity_ai.registered_drivers = {}
function entity_ai.register_driver(name, def)
assert(not entity_ai.registered_drivers[name])
entity_ai.registered_drivers[name] = def
end
entity_ai.registered_factors = {}
function entity_ai.register_factor(name, func)
assert(not entity_ai.registered_factors[name])
entity_ai.registered_factors[name] = func
end
entity_ai.registered_finders = {}
function entity_ai.register_finder(name, func)
assert(not entity_ai.registered_finders[name])
entity_ai.registered_finders[name] = func
end
--
-- includes
--
local modpath = minetest.get_modpath(minetest.get_current_modname())
dofile(modpath .. "/path.lua")
dofile(modpath .. "/driver.lua")
--
-- standard entity methods
--
local function entity_ai_on_activate(self, staticdata)
self.entity_ai_state = {}
local driver
if staticdata ~= "" then
-- load staticdata
self.entity_ai_state = minetest.deserialize(staticdata)
if not self.entity_ai_state then
print("entity_ai entity without saved state, removing")
self.object:remove()
return
end
local state = self.entity_ai_state
-- driver class, has to come before path
if state.driver_save then
driver = state.driver_save
state.driver_save = nil
else
driver = self.script.driver
end
self.driver = Driver(self, driver)
state.driver_save = nil
-- path class
if self.script[driver].finders then
if state.path_save then
self.path = Path(self, state.path_save.target)
self.path:set_config(state.path_save.config)
self.path:find()
state.path_save = {}
end
end
--print("loaded: " .. self.name .. ", driver=" .. driver )
else
-- set initial monster driver
driver = self.script.driver
self.driver = Driver(self, driver)
--print("activate: " .. self.name .. ", driver=" .. driver)
end
-- properties
self.object:set_hp(self.driver:get_property("hp_max"))
-- gravity
self.object:setacceleration({x = 0, y = -9.81, z = 0})
-- init driver
self.driver:start()
end
local function entity_ai_on_step(self, dtime)
self.driver:step(dtime)
end
local function entity_ai_on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
-- sounds?
minetest.sound_play("on_punch", {object = self.object})
-- hp dmg
if self.object:get_hp() == 0 then
--FIXME
print("death")
self.driver:switch("death")
return
end
-- factor
self.driver:factor("got_hit", {
puncher:get_player_name(),
time_from_last_punch,
tool_capabilities,
dir,
self.object:getpos()
})
end
local function entity_ai_on_rightclick(self, clicker)
end
local function entity_ai_get_staticdata(self)
--print("saved: " .. self.name)
local state = self.entity_ai_state
state.driver_save = self.driver.name
if self.path and self.path.save then
state.path_save = self.path:save()
end
return minetest.serialize(state)
end
function entity_ai.register_entity(name, def)
-- FIXME add some sort of entity registration table
-- FIXME handle spawning and reloading?
def.name = name
def.physical = def.physical or true
def.visual = def.visual or "mesh"
def.makes_footstep_sound = def.makes_footstep_sound or true
def.stepheight = def.stepheight or 0.55
def.collisionbox = def.collisionbox or {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2}
-- entity_ai callbacks
def.on_activate = entity_ai_on_activate
def.on_step = entity_ai_on_step
def.on_punch = entity_ai_on_punch
def.on_rightclick = entity_ai_on_rightclick
def.get_staticdata = entity_ai_get_staticdata
minetest.register_entity(name, def)
end
-- load builtin registrations
dofile(modpath .. "/finders.lua")
dofile(modpath .. "/factors.lua")
dofile(modpath .. "/drivers.lua")
-- load entities
dofile(modpath .. "/sheep.lua")
dofile(modpath .. "/stone_giant.lua")
-- misc.
--minetest.register_on_joinplayer(function(player)
-- minetest.add_entity({x=31.0,y=2.0,z=96.0}, "entity_ai:stone_giant")
--end)