Merge branch 'pr_control_guard'
This commit is contained in:
commit
ec2633b10b
44
README.md
44
README.md
@ -373,40 +373,52 @@ Submitted data can then be captured in the NPC's own 'on_receive_fields' callbac
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Note that form text fields, dropdown, list and checkbox selections are automatically
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stored in the NPC's metadata table. Image/Button clicks, however, are not.
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Control Framework
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Movement Framework
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----
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## Methods
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### npcf.control_framework.getControl(npc_ref)
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Constructor for the control object. Returns the reference.
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### mvobj = npcf.movement.getControl(npc_ref)
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Constructor for the movement control object. Returns the reference.
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Note, the framework will be activated for NPC on first usage.
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### control:stay()
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### mvobj:stay()
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Stop walking, stand up
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### control:look_to(pos)
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### mvobj:look_to(pos)
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Look (set yaw) to direction of position pos
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### control:sit()
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### mvobj:sit()
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Stop walking and sit down
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### control:lay()
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### mvobj:lay()
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Stop walking and lay down
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### control:mine()
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### mvobj:mine()
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Begin the mining / digging / attacking animation
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### control:mine_stop()
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### mvobj:mine_stop()
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Stop the mining / digging / attacking animation
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### control:walk(pos, speed, parameter)
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### mvobj:teleport(pos)
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Teleport the NPC to given position
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### mvobj:walk(pos, speed, parameter)
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Find the way and walk to position pos with given speed.
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For parameter check the set_walk_parameter documentation
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###control_proto:stop()
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###mvobj:stop()
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Stay and forgot about the destination
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### control:set_walk_parameter(parameter)
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###mvobj:get_path(pos)
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Calculate the path. Is used internally in mvobj:walk
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###mvobj:check_for_stuck()
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Check if the NPC is stuck. Teleport or stay in this case.
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This method is called in framework each step so there is no need to call it by self
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### mvobj:set_walk_parameter(parameter)
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key-value table to change the walking path determination parameter
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- find_path
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@ -431,7 +443,7 @@ key-value table to change the walking path determination parameter
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false: forgot about the destination in case of stuck
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## Attributes (should be used read-only)
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control.is_mining - mining animation is active
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control.speed - walking speed
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control.real_speed - The "real" speed calculated on velocity
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target_pos - Position vector that the NPC try to reach
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mvobj.is_mining - mining animation is active
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mvobj.speed - walking speed
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mvobj.real_speed - The "real" speed calculated on velocity
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mvobj.target_pos - Position vector that the NPC try to reach
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332
npcf/movement.lua
Normal file
332
npcf/movement.lua
Normal file
@ -0,0 +1,332 @@
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-- NPC framework navigation control object prototype
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local mvobj_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 movement = {
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mvobj_proto = mvobj_proto,
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functions = {},
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getControl = function(npc)
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local mvobj
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if npc._mvobj then
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mvobj = npc._mvobj
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else
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mvobj = npcf.deepcopy(mvobj_proto)
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mvobj._npc = npc
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npc._mvobj = mvobj
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end
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if npc.object and mvobj._step_init_done ~= true then
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mvobj.pos = npc.object:getpos()
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mvobj.yaw = npc.object:getyaw()
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mvobj.velocity = npc.object:getvelocity()
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mvobj.acceleration = npc.object:getacceleration()
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mvobj._step_init_done = true
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end
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return mvobj
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end
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}
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local functions = movement.functions
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-- Stop walking and stand up
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function mvobj_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 mvobj_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 mvobj_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 mvobj_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 mvobj_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 mvobj_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 mvobj_proto:mine_stop()
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self.is_mining = false
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end
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-- teleport to position
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function mvobj_proto:teleport(pos)
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self.pos = pos
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self._npc.object:setpos(pos)
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self:stay()
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end
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-- Change default parameters for walking
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function mvobj_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 mvobj_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 = self:get_path(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 mvobj_proto:_do_movement_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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movement.getControl(self._npc)
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self._step_init_done = false
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self:check_for_stuck()
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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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function mvobj_proto:get_path(pos)
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local startpos = vector.round(self.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(self.pos, pos) > self.walk_param.find_path_max_distance then
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refpos = vector.add(self.pos, vector.multiply(vector.direction(self.pos, pos), self.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 self.walk_param.fuzzy_destination == true then
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destpos = functions.get_walkable_pos(refpos, self.walk_param.fuzzy_destination_distance)
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end
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if not destpos then
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destpos = self.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 self.walk_param.find_path_fallback == true then
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path = { destpos, pos }
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self._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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self._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 mvobj_proto:check_for_stuck()
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-- high difference stuck
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if self.walk_param.teleport_on_stuck == true and self.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(self.pos.x - self.target_pos.x) <= 1 and
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math.abs(self.pos.z - self.target_pos.z) <= 1 and
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vector.distance(self.pos, self.target_pos) > 3 then
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teleport_dest = table.copy(self.target_pos)
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teleport_dest.y = teleport_dest.y + 1.5 -- teleport over the destination
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--print("big-jump teleport to "..minetest.pos_to_string(teleport_dest).." for target "..minetest.pos_to_string(self.target_pos))
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self:teleport(teleport_dest)
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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 (self._target_pos_bak and self.target_pos and self.speed > 0 and
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self._path_used ~= true and self._last_distance and
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self._target_pos_bak.x == self.target_pos.x and
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self._target_pos_bak.y == self.target_pos.y and
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self._target_pos_bak.z == self.target_pos.z and
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self._last_distance -0.01 <= vector.distance(self.pos, self.target_pos)) or
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( self._walk_started ~= true and self.speed > 0 and
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math.sqrt( math.pow(self.velocity.x,2) + math.pow(self.velocity.z,2)) < (self.speed/3)) then
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--print("Stuck")
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if self.walk_param.teleport_on_stuck == true then
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local teleport_dest
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if vector.distance(self.pos, self.target_pos) > 5 then
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teleport_dest = vector.add(self.pos, vector.multiply(vector.direction(self.pos, self.target_pos), 5)) -- 5 nodes teleport step
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else
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teleport_dest = table.copy(self.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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self:teleport(teleport_dest)
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else
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self:stay()
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end
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elseif self.target_pos then
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self._last_distance = vector.distance(self.pos, self.target_pos)
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end
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self._walk_started = false
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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
|
||||
end
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||||
end
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||||
return destpos
|
||||
end
|
||||
|
||||
---------------------------------------------------------------
|
||||
-- Return the framework to calling function
|
||||
---------------------------------------------------------------
|
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return movement
|
@ -73,8 +73,8 @@ npcf = {
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animation_state = 0,
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animation_speed = 30,
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},
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-- control functions
|
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control_framework = dofile(NPCF_MODPATH.."/control.lua"),
|
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-- movement control functions
|
||||
movement = dofile(NPCF_MODPATH.."/movement.lua"),
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deepcopy = deepcopy
|
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}
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||||
@ -242,8 +242,8 @@ function npcf:register_npc(name, def)
|
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if type(def.on_step) == "function" then
|
||||
self.timer = self.timer + dtime
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def.on_step(self, dtime)
|
||||
if self._control then
|
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self._control:_do_control_step(dtime)
|
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if self._mvobj then
|
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self._mvobj:_do_movement_step(dtime)
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end
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||||
end
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else
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|
@ -102,11 +102,11 @@ npcf:register_npc("npcf_guard:npc", {
|
||||
end,
|
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on_step = function(self, dtime)
|
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if self.timer > 1 then
|
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local control = npcf.control_framework.getControl(self)
|
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local pos = control.pos
|
||||
local move_obj = npcf.movement.getControl(self)
|
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local pos = move_obj.pos
|
||||
local target = {object=nil, distance=0}
|
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local min_dist = 1000
|
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control:mine_stop()
|
||||
move_obj:mine_stop()
|
||||
for _,object in ipairs(minetest.get_objects_inside_radius(pos, TARGET_RADIUS)) do
|
||||
local to_target = false
|
||||
if object:is_player() then
|
||||
@ -144,9 +144,9 @@ npcf:register_npc("npcf_guard:npc", {
|
||||
end
|
||||
if target.object then
|
||||
if target.distance < 3 then
|
||||
control:mine()
|
||||
control:stay()
|
||||
control:look_to(target.object:getpos())
|
||||
move_obj:mine()
|
||||
move_obj:stay()
|
||||
move_obj:look_to(target.object:getpos())
|
||||
local tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=1}}
|
||||
local item = self.metadata.wielditem
|
||||
if item ~= "" and minetest.registered_items[item] then
|
||||
@ -158,7 +158,7 @@ npcf:register_npc("npcf_guard:npc", {
|
||||
end
|
||||
if target.distance > 2 then
|
||||
local speed = get_speed(target.distance) * 1.1
|
||||
control:walk(target.object:getpos(), speed)
|
||||
move_obj:walk(target.object:getpos(), speed)
|
||||
end
|
||||
elseif self.metadata.follow_owner == "true" then
|
||||
local player = minetest.get_player_by_name(self.owner)
|
||||
@ -166,11 +166,11 @@ npcf:register_npc("npcf_guard:npc", {
|
||||
local p = player:getpos()
|
||||
local distance = vector.distance(pos, {x=p.x, y=pos.y, z=p.z})
|
||||
if distance > 3 then
|
||||
control:walk(p, get_speed(distance))
|
||||
move_obj:walk(p, get_speed(distance))
|
||||
else
|
||||
control:stay()
|
||||
move_obj:stay()
|
||||
end
|
||||
control:mine_stop()
|
||||
move_obj:mine_stop()
|
||||
end
|
||||
elseif self.metadata.patrol == "true" then
|
||||
self.var.rest_timer = self.var.rest_timer + self.timer
|
||||
@ -183,10 +183,9 @@ npcf:register_npc("npcf_guard:npc", {
|
||||
if patrol_pos then
|
||||
local distance = vector.distance(pos, patrol_pos)
|
||||
if distance > 1 then
|
||||
control:walk(patrol_pos, PATROL_SPEED)
|
||||
move_obj:walk(patrol_pos, PATROL_SPEED)
|
||||
else
|
||||
self.object:setpos(patrol_pos)
|
||||
control:stay()
|
||||
move_obj:teleport(patrol_pos)
|
||||
self.metadata.patrol_index = index
|
||||
self.var.rest_timer = 0
|
||||
end
|
||||
@ -195,11 +194,11 @@ npcf:register_npc("npcf_guard:npc", {
|
||||
elseif vector.equals(pos, self.origin.pos) == false then
|
||||
local distance = vector.distance(pos, self.origin.pos)
|
||||
if distance > 1 then
|
||||
control:walk(self.origin.pos, get_speed(distance))
|
||||
move_obj:walk(self.origin.pos, get_speed(distance))
|
||||
else
|
||||
self.object:setpos(self.origin.pos)
|
||||
control.look_to(self.origin.pos)
|
||||
control:stay()
|
||||
move_obj:teleport(self.origin.pos)
|
||||
move_obj:stay()
|
||||
move_obj.yaw = self.origin.yaw
|
||||
end
|
||||
end
|
||||
self.timer = 0
|
||||
|
Loading…
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Reference in New Issue
Block a user