entity_ai/init.lua
2016-05-01 16:29:34 -07:00

737 lines
17 KiB
Lua

--[[
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_grass = function(self) end
obj:factor_was_hit = function(self) end
obj:factor_is_near_mate = ...
--]]
--
-- misc functions
--
function vector.sort(v1, v2)
return {x = math.min(v1.x, v2.x), y = math.min(v1.y, v2.y), z = math.min(v1.z, v2.z)},
{x = math.max(v1.x, v2.x), y = math.max(v1.y, v2.y), z = math.max(v1.z, v2.z)}
end
--
-- globals
--
drivers = {}
local factors = {}
--
-- includes
--
local modpath = minetest.get_modpath(minetest.get_current_modname())
dofile(modpath .. "/path.lua")
dofile(modpath .. "/driver.lua")
--
-- Animation functions
--
local function animation_select(self, animation, segment)
local state = self.entity_ai_state
state.animation = animation
print(self.name .. ": driver = " .. self.driver.name .. ", animation = " .. animation .. ", segment = " .. (segment or 0))
if not segment then
local animations = self.script.animations[animation]
if not animations then
print(self.name .. ": no animations for " .. animation .. ", segment = " .. (segment or 0))
return
end
for i = 1, 3 do
local animdef = animations[i]
if animdef then
state.segment = i
-- calculate when to advance to next segment
if not animdef.frame_loop then
local animlen = (animdef[1].y - animdef[1].x) / animdef.frame_speed
state.animttl = animlen
else
state.animttl = nil
end
self.object:set_animation(animdef[1], animdef.frame_speed, animdef.frame_loop)
return
end
end
else
local animdef = self.script.animations[animation][segment]
if animdef then
state.segment = segment
self.object:set_animation(animdef[1], animdef.frame_speed, animdef.frame_loop)
return
end
end
print("animation_select: can't find animation " .. state.animation .. " for driver " .. state.driver .. " for entity " .. self.name)
end
local function animation_loop(self, dtime)
local state = self.entity_ai_state
if state.animttl then
state.animttl = state.animttl - dtime
if state.animttl <= 0 then
state.animttl = nil
state.factors.anim_end = true
print("trigger anim_end")
animation_select(self, state.animation, state.segment + 1)
end
end
end
local function consider_factors(self, dtime)
local state = self.entity_ai_state
for factor, factordriver in pairs(self.script[self.driver.name].factors) do
-- do we have a test we need to run?
if factors[factor] then
factors[factor](self, dtime)
end
-- check results
if state.factors[factor] then
print("factor " .. factor .. " affects " .. self.name .. " driver changed to " .. factordriver)
state.driver = factordriver
self.driver:switch(factordriver)
end
end
end
drivers.roam = {
start = function(self)
-- start with idle animation unless we get a path
animation_select(self, "idle")
local state = self.entity_ai_state
state.roam_ttl = math.random(3, 9)
-- get a target
local pos = self.object:getpos()
local minp, maxp = vector.sort({
x = math.random(pos.x - 10, pos.x + 10),
y = pos.y - 5,
z = math.random(pos.z - 10, pos.z + 10)
}, {
x = math.random(pos.x - 10, pos.x + 10),
y = pos.y + 5,
z = math.random(pos.z - 10, pos.z + 10)
})
minp, maxp = vector.sort(minp, maxp)
local nodes = minetest.find_nodes_in_area_under_air(minp, maxp,
{"group:flora", "group:snappy", "group:dirt", "group:soil", "group:crumbly", "default:dirt_with_dry_grass", "default:sand"})
if #nodes == 0 then
-- failed to get a target
print("No target found, stopped")
self.driver:switch("idle")
return
end
local pick = nodes[math.random(1, #nodes)]
-- find top walkable node
while true do
local node = minetest.get_node(pick)
if not minetest.registered_nodes[node.name].walkable then
pick.y = pick.y - 1
else
-- one up at the end
pick.y = pick.y + 1
break
end
end
-- move to the top surface of pick
if not pick then
print("no path found!")
self.driver:switch("idle")
return
end
--[[ minetest.add_particle({
pos = {x = pick.x, y = pick.y - 0.1, z = pick.z},
velocity = vector.new(),
acceleration = vector.new(),
expirationtime = 3,
size = 6,
collisiondetection = false,
vertical = false,
texture = "wool_red.png",
playername = nil
})
--]]
self.path = Path(self, pick)
if not self.path:find() then
print("Unable to calculate path")
self.driver:switch("idle")
return
end
-- done, roaming mode good!
animation_select(self, "move")
end,
step = function(self, dtime)
-- handle movement stuff
local state = self.entity_ai_state
if state.roam_ttl > 0 then
state.roam_ttl = state.roam_ttl - dtime
-- do path movement
if not self.path or
self.path:distance() < 0.7 or
not self.path:step(dtime) then
self.driver:switch("idle")
return
end
else
self.driver:switch("idle")
end
end,
stop = function(self)
-- play out remaining animations
end,
}
drivers.idle = {
start = function(self)
animation_select(self, "idle")
self.object:setvelocity(vector.new())
local state = self.entity_ai_state
state.idle_ttl = math.random(2, 20)
end,
step = function(self, dtime)
local state = self.entity_ai_state
state.idle_ttl = state.idle_ttl - dtime
if state.idle_ttl <= 0 then
self.driver:switch("roam")
end
end,
stop = function(self)
end,
}
drivers.startle = {
start = function(self)
-- startle animation
animation_select(self, "startle")
self.object:setvelocity(vector.new())
-- collect info we want to use in this driver
local state = self.entity_ai_state
if state.factors.got_hit then
state.attacker = state.factors.got_hit[1]
state.attacked_at = state.factors.got_hit[5]
end
-- clear factors
state.factors.got_hit = nil
state.factors.anim_end = nil
end,
step = function(self, dtime)
end,
stop = function(self)
-- play out remaining animations
end,
}
drivers.eat = {
start = function(self)
animation_select(self, "eat")
self.object:setvelocity(vector.new())
-- collect info we want to use in this driver
local state = self.entity_ai_state
-- clear factors
state.factors.near_grass = nil
state.eat_ttl = math.random(30, 60)
end,
step = function(self, dtime)
local state = self.entity_ai_state
state.eat_ttl = (state.eat_ttl or math.random(30, 30)) - dtime
if state.eat_ttl > 0 then
return
end
if math.random() > 0.25 then
state.factors.ate_enough = math.random(200, 00)
return
else
if state.eat_idle then
animation_select(self, "eat")
state.eat_ttl = math.random(30, 60)
state.eat_idle = nil
else
animation_select(self, "idle")
state.eat_ttl = math.random(10, 20)
state.eat_idle = true
end
end
end,
stop = function(self)
end,
}
drivers.flee = {
start = function(self)
animation_select(self, "move")
local state = self.entity_ai_state
state.flee_start = minetest.get_us_time()
state.factors.fleed_too_long = nil
end,
step = function(self, dtime)
-- check timer ourselves
local state = self.entity_ai_state
if (minetest.get_us_time() - state.flee_start) > (15 * 1000000) then
state.factors.got_hit = nil
state.factors.fleed_too_long = true
end
-- are we fleeing yet?
if self.path and self.path.distance then
-- stop fleeing if we're at a safe distance
-- execute flee path
if self.path:distance() < 2.0 then
-- get a new flee path
self.path = {}
else
-- follow path
if not self.path:step() then
self.path = {}
end
end
else
-- get new target to flee to
local from = self.attacked_at
if self.attacker and self.attacker ~= "" then
local player = minetest.get_player_by_name(self.attacker)
if player then
from = player:getpos()
end
end
if not from then
from = self.object:getpos()
self.attacked_at = from
end
from = vector.round(from)
local pos = self.object:getpos()
local dir = vector.subtract(pos, from)
dir = vector.normalize(dir)
dir = vector.multiply(dir, 10)
local to = vector.add(pos, dir)
local nodes = minetest.find_nodes_in_area_under_air(
vector.subtract(to, 4),
vector.add(to, 4),
{"group:crumbly", "group:cracky", "group:stone"})
if #nodes == 0 then
-- failed to get a target, just run away from attacker?!
print("No target found, stopped")
return
end
-- find top walkable node
local pick = nodes[math.random(1, #nodes)]
while true do
local node = minetest.get_node(pick)
if not minetest.registered_nodes[node.name].walkable then
pick.y = pick.y - 1
else
-- one up at the end
pick.y = pick.y + 1
break
end
end
-- move to the top surface of pick
if not pick then
print("no path found!")
return
end
--[[
minetest.add_particle({
pos = {x = pick.x, y = pick.y - 0.1, z = pick.z},
velocity = vector.new(),
acceleration = vector.new(),
expirationtime = 3,
size = 6,
collisiondetection = false,
vertical = false,
texture = "wool_red.png",
playername = nil
})
--]]
self.path = Path(self, pick)
if not self.path:find() then
print("Unable to calculate path")
return
end
-- done, roaming mode good!
animation_select(self, "move")
end
end,
stop = function(self)
-- play out remaining animations
end,
}
drivers.death = {
start = function(self)
-- start with moving animation
animation_select(self, "idle")
end,
step = function(self, dtime)
end,
stop = function(self)
-- play out remaining animations
end,
}
factors.near_grass = function(self, dtime)
local state = self.entity_ai_state
if state.factors.ate_enough and state.factors.ate_enough > 0 then
state.factors.ate_enough = state.factors.ate_enough - dtime
return
else
state.factors.ate_enough = nil
end
if self.near_grass_ttl and self.near_grass_ttl > 0 then
self.near_grass_ttl = self.near_grass_ttl - dtime
return
end
-- don't check too often
self.near_grass_ttl = 2.0
local pos = vector.round(self.object:getpos())
local yaw = self.object:getyaw()
local minp = vector.subtract(pos, 1)
local maxp = vector.add(pos, 1)
local nodes = minetest.find_nodes_in_area(minp, maxp, {
"group:grass",
"default:grass_1",
"default:grass_2",
"default:grass_3",
"default:grass_4",
"default:grass_5",
"default:dry_grass_1",
"default:dry_grass_2",
"default:dry_grass_3",
"default:dry_grass_4",
"default:dry_grass_5",
})
if #nodes == 0 then
return
end
-- store grass node in our factor result
local state = self.entity_ai_state
local pick, _ = next(nodes, nil)
state.factors.near_grass = pick
end
local function entity_ai_on_activate(self, staticdata)
self.entity_ai_state = {
factors = {}
}
local driver = ""
if staticdata ~= "" then
-- load staticdata
self.entity_ai_state = minetest.deserialize(staticdata)
if not self.entity_ai_state then
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)
-- path class
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
print("loaded: " .. self.name .. ", driver=" .. driver )
else
-- set initial mob driver
driver = self.script.driver
self.driver = Driver(self, driver)
print("activate: " .. self.name .. ", driver=" .. driver)
end
-- 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)
animation_loop(self, dtime)
consider_factors(self, dtime)
self.driver:step(dtime)
end
local function entity_ai_on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
local state = self.entity_ai_state
state.factors["got_hit"] = {puncher:get_player_name(), time_from_last_punch, tool_capabilities, dir, self.object:getpos()}
if self.object:get_hp() == 0 then
--FIXME
print("death")
self.object:set_hp(1)
self.driver:switch("death")
return false
end
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
local sheep_script = {
-- the start driver. Should be able to spawn a mob with a different driver!
driver = "roam",
-- default properties
properties = {
speed = 2.0,
},
-- defined animation sets:
-- "name" = { animationspec1, animationspec2, animationspec3 }
-- each must be present -> 'nil' required
-- [1] = head animation, should not loop (when entering this animation cycle)
-- [2] = body animation, should loop (base loop animation)
-- [3] = tail animation, should not loop (when leaving this animation cycle)
--FIXME handle repeats (running animation 5x ?)
animations = {
move = {
nil,
{{x = 0, y = 40}, frame_speed = 60, frame_loop = true},
nil
},
run = {
nil,
{{x = 0, y = 40}, frame_speed = 90, frame_loop = true},
nil
},
idle = {
nil,
{{x = 111, y = 129}, frame_speed = 10, frame_loop = true},
nil
},
eat = {
{{x = 41, y = 47}, frame_speed = 15, frame_loop = false},
{{x = 47, y = 75}, frame_speed = 15, frame_loop = true},
{{x = 75, y = 81}, frame_speed = 15, frame_loop = false},
},
startle = {
{{x = 100, y = 110}, frame_speed = 30, frame_loop = false},
{{x = 111, y = 119}, frame_speed = 30, frame_loop = true},
nil,
},
death = {
{{x = 82, y = 90}, frame_speed = 15, frame_loop = false},
{{x = 90, y = 99}, frame_speed = 15, frame_loop = true},
nil,
},
},
-- sound samples
sounds = {
chatter = {{name = "sheep_chatter", gain = 0.2}, {max_hear_distance = 12}},
footsteps = {{name = "sheep_steps", gain = 0.2}, {max_hear_distance = 12}},
hurt = {{name = "sheep_hurt", gain = 0.5}, {max_hear_distance = 18}},
},
-- mob script states:
roam = {
factors = {
got_hit = "startle",
became_fertile = "fertile",
attractor_nearby = "attracted",
},
sounds = {
random = "footsteps",
},
},
idle = {
factors = {
got_hit = "startle",
became_fertile = "fertile",
attractor_nearby = "attracted",
too_far_from_home = "homing",
near_grass = "eat",
},
sounds = {
random = "chatter",
},
},
eat = {
factors = {
got_hit = "startle",
ate_enough = "roam",
became_fertile = "fertile",
attractor_nearby = "attracted",
},
sounds = {
random = "chatter",
},
},
startle = {
factors = {
anim_end = "flee",
},
sounds = {
start = "hurt",
},
},
flee = {
properties = {
speed = 4.0,
},
factors = {
got_hit = "startle",
fleed_too_long = "roam",
},
sounds = {
random = "footsteps",
},
},
attracted = {
factors = {
got_hit = "startle",
became_fertile = "fertile",
approached_too_long = "roam",
},
sounds = {
random = "chatter",
},
},
fertile = {
factors = {
got_hit = "startle",
},
sounds = {
random = "chatter",
},
},
homing = {
factors = {
near_home = "roam",
got_hit = "startle",
},
sounds = {
random = "chatter",
},
},
death = {
sounds = {
start = "hurt",
},
},
}
minetest.register_entity("entity_ai:sheep", {
name = "entity_ai:sheep",
hp_max = 30,
physical = true,
visual = "mesh",
mesh = "sheep.b3d",
textures = {"sheep_fur.png"},
-- standard stuff
collisionbox = {-5/16, -1/2, -5/16, 5/16, 4/16, 5/16},
-- entity_ai stuff
script = sheep_script,
-- standard callbacks
on_activate = entity_ai_on_activate,
on_step = entity_ai_on_step,
on_punch = entity_ai_on_punch, -- ?
on_rightclick = entity_ai_on_rightclick, -- per entity stuff I suppose
get_staticdata = entity_ai_get_staticdata,
})
minetest.register_on_joinplayer(function(player)
minetest.add_entity({x=31.0,y=2.0,z=96.0}, "entity_ai:sheep")
end)