entity_ai/path.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

201 lines
4.3 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.
--]]
--
-- 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