control.lua removed
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npcf/control.lua
327
npcf/control.lua
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-- NPC framework navigation control object prototype
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local control_proto = {
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is_mining = false,
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speed = 0,
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target_pos = nil,
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_path = nil,
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_npc = nil,
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_state = NPCF_ANIM_STAND,
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_step_timer = 0,
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walk_param = {
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find_path = true,
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find_path_fallback = true,
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find_path_max_distance = 20,
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fuzzy_destination = true,
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fuzzy_destination_distance = 5,
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teleport_on_stuck = false,
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}
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}
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-- navigation control framework
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local control_framework = {
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control_proto = control_proto,
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functions = {},
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getControl = function(npc)
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local control
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if npc._control then
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control = npc._control
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else
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control = npcf.deepcopy(control_proto)
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control._npc = npc
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npc._control = control
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end
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if npc.object and control._step_init_done ~= true then
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control.pos = npc.object:getpos()
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control.yaw = npc.object:getyaw()
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control.velocity = npc.object:getvelocity()
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control.acceleration = npc.object:getacceleration()
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control._step_init_done = true
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end
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return control
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end
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}
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local functions = control_framework.functions
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-- Stop walking and stand up
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function control_proto:stay()
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self.speed = 0
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self._state = NPCF_ANIM_STAND
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end
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-- Stay and forgot about the way
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function control_proto:stop()
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self:stay()
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self._path = nil
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self._target_pos_bak = nil
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self.target_pos = nil
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self._last_distance = nil
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end
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-- look to position
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function control_proto:look_to(pos)
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self.yaw = npcf:get_face_direction(self.pos, pos)
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end
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-- Stop walking and sitting down
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function control_proto:sit()
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self.speed = 0
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self.is_mining = false
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self._state = NPCF_ANIM_SIT
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end
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-- Stop walking and lay
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function control_proto:lay()
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self.speed = 0
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self.is_mining = false
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self._state = NPCF_ANIM_LAY
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end
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-- Start mining
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function control_proto:mine()
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self.is_mining = true
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end
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-- Stop mining
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function control_proto:mine_stop()
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self.is_mining = false
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end
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-- Change default parameters for walking
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function control_proto:set_walk_parameter(param)
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for k,v in pairs(param) do
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self.walk_param[k] = v
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end
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end
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-- start walking to pos
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function control_proto:walk(pos, speed, param)
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if param then
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self:set_walk_parameter(param)
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end
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self._target_pos_bak = self.target_pos
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self.target_pos = pos
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self.speed = speed
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if self.walk_param.find_path == true then
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self._path = functions.get_path(self, pos)
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else
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self._path = { pos }
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self._path_used = false
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end
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if self._path == nil then
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self:stop()
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self:look_to(pos)
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else
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self._walk_started = true
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end
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end
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-- do a walking step
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function control_proto:_do_control_step(dtime)
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-- step timing / initialization check
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self._step_timer = self._step_timer + dtime
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if self._step_timer < 0.1 then
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return
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end
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self._step_timer = 0
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control_framework.getControl(self._npc)
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self._step_init_done = false
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functions.check_for_stuck(self)
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-- check path
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if self.speed > 0 then
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if not self._path or not self._path[1] then
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self:stop()
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else
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local a = table.copy(self.pos)
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a.y = 0
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local b = {x=self._path[1].x, y=0 ,z=self._path[1].z}
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--print(minetest.pos_to_string(self.pos), minetest.pos_to_string(self._path[1]), vector.distance(a, b),minetest.pos_to_string(self._npc.object:getpos()))
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--if self._path[2] then print(minetest.pos_to_string(self._path[2])) end
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if vector.distance(a, b) < 0.4
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or (self._path[2] and vector.distance(self.pos, self._path[2]) < vector.distance(self._path[1], self._path[2])) then
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if self._path[2] then
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table.remove(self._path, 1)
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self._walk_started = true
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else
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self:stop()
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end
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end
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end
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end
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-- check/set yaw
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if self._path and self._path[1] then
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self.yaw = npcf:get_face_direction(self.pos, self._path[1])
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end
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self._npc.object:setyaw(self.yaw)
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-- check/set animation
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if self.is_mining then
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if self.speed == 0 then
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self._state = NPCF_ANIM_MINE
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else
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self._state = NPCF_ANIM_WALK_MINE
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end
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else
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if self.speed == 0 then
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if self._state ~= NPCF_ANIM_SIT and
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self._state ~= NPCF_ANIM_LAY then
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self._state = NPCF_ANIM_STAND
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end
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else
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self._state = NPCF_ANIM_WALK
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end
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end
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npcf:set_animation(self._npc, self._state)
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-- check for current environment
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local nodepos = table.copy(self.pos)
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local node = {}
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nodepos.y = nodepos.y - 0.5
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for i = -1, 1 do
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node[i] = minetest.get_node(nodepos)
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nodepos.y = nodepos.y + 1
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end
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if string.find(node[-1].name, "^default:water") then
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self.acceleration = {x=0, y=-4, z=0}
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self._npc.object:setacceleration(self.acceleration)
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-- we are walking in water
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if string.find(node[0].name, "^default:water") or
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string.find(node[1].name, "^default:water") then
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-- we are under water. sink if target bellow the current position. otherwise swim up
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if not self._path[1] or self._path[1].y > self.pos.y then
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self.velocity.y = 3
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end
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end
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elseif minetest.find_node_near(self.pos, 2, {"group:water"}) then
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-- Light-footed near water
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self.acceleration = {x=0, y=-1, z=0}
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self._npc.object:setacceleration(self.acceleration)
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elseif minetest.registered_nodes[node[-1].name].walkable ~= false and
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minetest.registered_nodes[node[0].name].walkable ~= false then
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-- jump if in catched in walkable node
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self.velocity.y = 3
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else
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-- walking
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self.acceleration = {x=0, y=-10, z=0}
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self._npc.object:setacceleration(self.acceleration)
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end
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--check/set velocity
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self.velocity = npcf:get_walk_velocity(self.speed, self.velocity.y, self.yaw)
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self._npc.object:setvelocity(self.velocity)
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end
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---------------------------------------------------------------
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-- define framework functions internally used
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---------------------------------------------------------------
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function functions.get_walkable_pos(pos, dist)
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local destpos
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local rpos = vector.round(pos)
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for y = rpos.y+dist-1, rpos.y-dist-1, -1 do
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for x = rpos.x-dist, rpos.x+dist do
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for z = rpos.z-dist, rpos.z+dist do
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local p = {x=x, y=y, z=z}
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local node = minetest.get_node(p)
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local nodedef = minetest.registered_nodes[node.name]
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if not (node.name == "air" or nodedef and (nodedef.walkable == false or nodedef.drawtype == "airlike")) then
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p.y = p.y +1
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local node = minetest.get_node(p)
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local nodedef = minetest.registered_nodes[node.name]
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if node.name == "air" or nodedef and (nodedef.walkable == false or nodedef.drawtype == "airlike") then
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if destpos == nil or vector.distance(p, pos) < vector.distance(destpos, pos) then
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destpos = p
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end
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end
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end
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end
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end
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end
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return destpos
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end
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function functions.get_path(control, pos)
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local startpos = vector.round(control.pos)
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startpos.y = startpos.y - 1 -- NPC is to high
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local refpos
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if vector.distance(control.pos, pos) > control.walk_param.find_path_max_distance then
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refpos = vector.add(control.pos, vector.multiply(vector.direction(control.pos, pos), control.walk_param.find_path_max_distance))
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else
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refpos = pos
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end
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local destpos
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if control.walk_param.fuzzy_destination == true then
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destpos = functions.get_walkable_pos(refpos, control.walk_param.fuzzy_destination_distance)
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end
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if not destpos then
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destpos = control.pos
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end
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local path = minetest.find_path(startpos, destpos, 10, 1, 5, "Dijkstra")
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if not path and control.walk_param.find_path_fallback == true then
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path = { destpos, pos }
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control._path_used = false
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--print("fallback path to "..minetest.pos_to_string(pos))
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elseif path then
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--print("calculated path to "..minetest.pos_to_string(destpos).."for destination"..minetest.pos_to_string(pos))
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control._path_used = true
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table.insert(path, pos)
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end
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return path
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end
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function functions.check_for_stuck(control)
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-- high difference stuck
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if control.walk_param.teleport_on_stuck == true and control.target_pos then
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local teleport_dest
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-- Big jump / teleport up- or downsite
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if math.abs(control.pos.x - control.target_pos.x) <= 1 and
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math.abs(control.pos.z - control.target_pos.z) <= 1 and
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vector.distance(control.pos, control.target_pos) > 3 then
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teleport_dest = table.copy(control.target_pos)
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teleport_dest.y = teleport_dest.y + 1.5 -- teleport over the destination
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control.pos = teleport_dest
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control._npc.object:setpos(control.pos)
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control:stay()
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--print("big-jump teleport to "..minetest.pos_to_string(teleport_dest).." for target "..minetest.pos_to_string(control.target_pos))
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end
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end
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-- stuck check by distance and speed
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if (control._target_pos_bak and control.target_pos and control.speed > 0 and
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control._path_used ~= true and control._last_distance and
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control._target_pos_bak.x == control.target_pos.x and
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control._target_pos_bak.y == control.target_pos.y and
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control._target_pos_bak.z == control.target_pos.z and
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control._last_distance -0.01 <= vector.distance(control.pos, control.target_pos)) or
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( control._walk_started ~= true and control.speed > 0 and
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math.sqrt( math.pow(control.velocity.x,2) + math.pow(control.velocity.z,2)) < (control.speed/3)) then
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--print("Stuck")
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if control.walk_param.teleport_on_stuck == true then
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local teleport_dest
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if vector.distance(control.pos, control.target_pos) > 5 then
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teleport_dest = vector.add(control.pos, vector.multiply(vector.direction(control.pos, control.target_pos), 5)) -- 5 nodes teleport step
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else
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teleport_dest = table.copy(control.target_pos)
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teleport_dest.y = teleport_dest.y + 1.5 -- teleport over the destination
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end
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control.pos = teleport_dest
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control._npc.object:setpos(control.pos)
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control:stay()
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else
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control:stay()
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end
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elseif control.target_pos then
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control._last_distance = vector.distance(control.pos, control.target_pos)
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end
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control._walk_started = false
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end
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---------------------------------------------------------------
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-- Return the framework to calling function
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---------------------------------------------------------------
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return control_framework
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