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.
201 lines
4.3 KiB
Lua
201 lines
4.3 KiB
Lua
--[[
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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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--
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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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