Repixture/mods/rp_mobs/task_templates.lua

895 lines
27 KiB
Lua

-- If enabled, show path waypoints of pathfinder microtask
local PATH_DEBUG = true
-- How close mob needs to be to waypoint of pathfinder before continuing
local PATH_DISTANCE_TO_GOAL_POINT = 0.7
local PATH_H_DISTANCE_TO_GOAL_POINT = 0.1
local PATH_CLIMB_DISTANCE_TO_GOAL_POINT = 0.7
-- If mob is stuck in pathfinding microtask for this many seconds, give up
local PATH_STUCK_GIVE_UP_TIME = 0.7
-- Interval to check mob position for stuck checker (seconds)
local PATH_STUCK_RECHECK_TIME = 1.0
-- Minimum distance a mob has to have moved to count as no longer stuck
local PATH_UNSTUCK_DISTANCE = 0.1
-- Precision for random yaw calculation
local YAW_PRECISION = 10000
-- How long in seconds to wait before jumping again
local JUMP_REPEAT_TIME = 1
-- 'very close' distance horizontally when following a target
local VERY_CLOSE_DISTANCE_HORIZONTAL = 0.25
-- if the ratio of the current walk speed to the
-- target walk speed is lower than this number,
-- the mob will reset the walk speed
local WALK_SPEED_RESET_THRESHOLD = 0.9
-- if the ratio of the current walk angle to the
-- target walk angle is lower than this number,
-- the mob will reset the walk angle
local WALK_ANGLE_RESET_THRESHOLD = 0.99
-- Maximum permitted speed difference from aimed speed
-- and actual speed when trying to reach a certain
-- speed. When the difference is below this value,
-- target speed is considered to be reached.
local MOVE_SPEED_MAX_DIFFERENCE = 0.01
local show_pathfinder_path = function(path)
local pathstr = ""
for p=1, #path do
local tex
if p == 1 then
tex = "rp_mobs_debug_pathfinder_waypoint_start.png"
elseif p == #path then
tex = "rp_mobs_debug_pathfinder_waypoint_end.png"
else
tex = "rp_mobs_debug_pathfinder_waypoint.png"
end
minetest.add_particle({
pos = path[p],
expirationtime = 1,
size = 2,
texture = tex,
glow = minetest.LIGHT_MAX,
})
end
end
local random_yaw = function()
return (math.random(0, YAW_PRECISION) / YAW_PRECISION) * (math.pi*2)
end
local collides_with_wall = function(moveresult, include_objects)
if moveresult and moveresult.collides then
for c=1, #moveresult.collisions do
local coll = moveresult.collisions[c]
if (coll.type == "node" or (coll.type == "object" and include_objects)) and (coll.axis == "x" or coll.axis == "z") then
return true, coll
end
end
end
return false
end
-- Microtask templates
-- See `API_templates.md` for documentation
rp_mobs.microtasks = {}
rp_mobs.microtasks.follow_path_climb = function(path, walk_speed, climb_speed, set_yaw, anim_idle, anim_walk)
local mtask = {}
mtask.label = "follow climb path"
mtask.on_start = function(self, mob)
self.statedata.walking = false
self.statedata.stop = false
self.statedata.success = true
-- Counts up when mob is stuck at the same position
self.statedata.stuck_timer = 0
self.statedata.stuck_last_position = nil
self.statedata.stuck_recheck_timer = 0
if not path then
path = mob._temp_custom_state.follow_path
end
self.statedata.path = path
end
mtask.on_step = function(self, mob, dtime, moveresult)
if not self.statedata.path then
return
end
if PATH_DEBUG then
show_pathfinder_path(self.statedata.path)
end
-- Check if mob is stuck
local mobpos = mob.object:get_pos()
self.statedata.stuck_recheck_timer = self.statedata.stuck_recheck_timer + dtime
if self.statedata.stuck_recheck_timer >= PATH_STUCK_RECHECK_TIME then
if not self.statedata.stuck_last_position then
self.statedata.stuck_last_position = mobpos
else
local stuck_dist = vector.distance(mobpos, self.statedata.stuck_last_position)
local stuck_path_length = #self.statedata.path
-- Mob didn't move much and did not advance the path since the last check, it seems we're stuck!
if stuck_dist < PATH_UNSTUCK_DISTANCE and stuck_path_length == self.statedata.stuck_path_length then
self.statedata.stuck_timer = self.statedata.stuck_timer + self.statedata.stuck_recheck_timer
else
self.statedata.stuck_timer = 0
end
-- Mob is stuck for too long. Give up and finish
if self.statedata.stuck_timer > PATH_STUCK_GIVE_UP_TIME then
self.statedata.stop = true
self.statedata.success = false
local vel = mob.object:get_velocity()
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
minetest.log("verbose", "[rp_mobs] follow_path_climb: Mob at "..minetest.pos_to_string(mobpos, 1).." stops due to being stuck")
return
end
self.statedata.stuck_last_position = mobpos
self.statedata.stuck_path_length = #self.statedata.path
end
self.statedata.stuck_recheck_timer = 0
end
-- Get next target position
local next_pos = self.statedata.path[1]
local mob_pos = mob.object:get_pos()
local next_pos_h = table.copy(next_pos)
local mob_pos_h = table.copy(mob_pos)
next_pos_h.y = 0
mob_pos_h.y = 0
if self.statedata.path[2] then
local dist_mob_to_next = vector.distance(mob_pos, next_pos)
local h_dist_mob_to_next = vector.distance(mob_pos_h, next_pos_h)
local crossed = false
if self.statedata.walkdir then
local walkdir = {}
walkdir.x = math.sign(next_pos.x - mob_pos.x)
walkdir.z = math.sign(next_pos.z - mob_pos.z)
crossed = self.statedata.walkdir.x ~= walkdir.x or self.statedata.walkdir.z ~= walkdir.z
end
if crossed or (dist_mob_to_next < PATH_CLIMB_DISTANCE_TO_GOAL_POINT and h_dist_mob_to_next < PATH_H_DISTANCE_TO_GOAL_POINT) then
table.remove(self.statedata.path, 1)
if #self.statedata.path == 0 then
return
end
next_pos = self.statedata.path[1]
self.statedata.walkdir = {}
self.statedata.walkdir.x = math.sign(next_pos.x - mob_pos.x)
self.statedata.walkdir.z = math.sign(next_pos.z - mob_pos.z)
end
end
if set_yaw then
local dir_to_next_pos = vector.direction(mobpos, next_pos)
local yaw = minetest.dir_to_yaw(dir_to_next_pos)
mob.object:set_yaw(yaw)
end
local vel = mob.object:get_velocity()
if math.abs(mob_pos.y - next_pos.y) < 0.05 then
vel.y = 0
elseif mob_pos.y < next_pos.y then
vel.y = climb_speed
else
vel.y = -climb_speed
end
-- Walk to target
local dir_next_pos = table.copy(next_pos)
dir_next_pos.y = mob_pos.y
local hdir = vector.direction(mob_pos, dir_next_pos)
local hdist = vector.distance(mob_pos, dir_next_pos)
if vector.length(hdir) > 0.001 and hdist > 0.1 then
local hvel = vector.multiply(hdir, walk_speed)
vel.x = hvel.x
vel.z = hvel.z
mob.object:set_velocity(vel)
self.statedata.walking = true
rp_mobs.set_animation(mob, anim_walk or "walk")
else
if self.statedata.walking ~= false then
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
self.statedata.walking = false
rp_mobs.set_animation(mob, anim_idle or "idle")
end
end
end
mtask.is_finished = function(self, mob)
-- Finish if aborted or path is gone or empty
if self.statedata.stop or not self.statedata.path or #self.statedata.path == 0 then
return true, self.statedata.success
end
-- Finish if goal point was reached
local pos = mob.object:get_pos()
local goal = self.statedata.path[#self.statedata.path]
local pos_h = table.copy(pos)
local goal_h = table.copy(goal)
pos_h.y = 0
goal_h.y = 0
local dist_mob_to_goal = vector.distance(pos, goal)
local h_dist_mob_to_goal = vector.distance(pos_h, goal_h)
if dist_mob_to_goal < PATH_CLIMB_DISTANCE_TO_GOAL_POINT and h_dist_mob_to_goal < PATH_H_DISTANCE_TO_GOAL_POINT then
return true, self.statedata.success
else
return false
end
end
mtask.on_end = function(self, mob)
local vel = mob.object:get_velocity()
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
rp_mobs.set_animation(mob, anim_idle or "idle")
end
return rp_mobs.create_microtask(mtask)
end
rp_mobs.microtasks.follow_path = function(path, walk_speed, jump_strength, set_yaw, can_jump)
if can_jump == nil then
can_jump = true
end
local mtask = {}
mtask.label = "follow path"
mtask.on_start = function(self, mob)
self.statedata.walking = false
self.statedata.stop = false
self.statedata.success = true
self.statedata.jumping = false
self.statedata.jump_timer = 0
-- Counts up when mob is stuck at the same position
self.statedata.stuck_timer = 0
self.statedata.stuck_last_position = nil
self.statedata.stuck_recheck_timer = 0
if not path then
path = mob._temp_custom_state.follow_path
end
self.statedata.path = path
end
mtask.on_step = function(self, mob, dtime, moveresult)
if not self.statedata.path then
return
end
if PATH_DEBUG then
show_pathfinder_path(self.statedata.path)
end
-- Check if mob is stuck
local mobpos = mob.object:get_pos()
self.statedata.stuck_recheck_timer = self.statedata.stuck_recheck_timer + dtime
if self.statedata.stuck_recheck_timer >= PATH_STUCK_RECHECK_TIME then
if not self.statedata.stuck_last_position then
self.statedata.stuck_last_position = mobpos
else
local stuck_dist = vector.distance(mobpos, self.statedata.stuck_last_position)
local stuck_path_length = #self.statedata.path
-- Mob didn't move much and did not advance the path since the last check, it seems we're stuck!
if stuck_dist < PATH_UNSTUCK_DISTANCE and stuck_path_length == self.statedata.stuck_path_length then
self.statedata.stuck_timer = self.statedata.stuck_timer + self.statedata.stuck_recheck_timer
else
self.statedata.stuck_timer = 0
end
-- Mob is stuck for too long. Give up and finish
if self.statedata.stuck_timer > PATH_STUCK_GIVE_UP_TIME then
self.statedata.stop = true
self.statedata.success = false
local vel = mob.object:get_velocity()
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
minetest.log("verbose", "[rp_mobs] follow_path: Mob at "..minetest.pos_to_string(mobpos, 1).." stops due to being stuck")
return
end
self.statedata.stuck_last_position = mobpos
self.statedata.stuck_path_length = #self.statedata.path
end
self.statedata.stuck_recheck_timer = 0
end
-- Get next target position
local next_pos = self.statedata.path[1]
local mob_pos = mob.object:get_pos()
local next_pos_h = table.copy(next_pos)
local mob_pos_h = table.copy(mob_pos)
next_pos_h.y = 0
mob_pos_h.y = 0
if self.statedata.path[2] then
local dist_mob_to_next = vector.distance(mob_pos, next_pos)
local h_dist_mob_to_next = vector.distance(mob_pos_h, next_pos_h)
local crossed = false
if self.statedata.walkdir then
local walkdir = {}
walkdir.x = math.sign(next_pos.x - mob_pos.x)
walkdir.z = math.sign(next_pos.z - mob_pos.z)
crossed = self.statedata.walkdir.x ~= walkdir.x or self.statedata.walkdir.z ~= walkdir.z
end
if crossed or (dist_mob_to_next < PATH_DISTANCE_TO_GOAL_POINT and h_dist_mob_to_next < PATH_H_DISTANCE_TO_GOAL_POINT) then
table.remove(self.statedata.path, 1)
if #self.statedata.path == 0 then
return
end
next_pos = self.statedata.path[1]
self.statedata.walkdir = {}
self.statedata.walkdir.x = math.sign(next_pos.x - mob_pos.x)
self.statedata.walkdir.z = math.sign(next_pos.z - mob_pos.z)
-- If there's a fence below next_pos, adjust the Y coordinate
-- due to the overhigh collisionbox
local next_pos_below = vector.offset(next_pos, 0, -1, 0)
local next_node_below = minetest.get_node(next_pos_below)
if minetest.get_item_group(next_node_below.name, "fence") == 1 then
next_pos.y = next_pos.y + 0.5
end
end
end
local next_pos_higher = mob_pos.y < next_pos.y
if set_yaw then
local dir_to_next_pos = vector.direction(mobpos, next_pos)
local yaw = minetest.dir_to_yaw(dir_to_next_pos)
mob.object:set_yaw(yaw)
end
local vel = mob.object:get_velocity()
-- Reset jump status
if can_jump and self.statedata.jumping then
self.statedata.jump_timer = self.statedata.jump_timer + dtime
if self.statedata.jump_timer >= JUMP_REPEAT_TIME then
if moveresult.touching_ground then
self.statedata.jumping = false
end
end
end
-- Try to jump if next position is higher
if next_pos_higher and can_jump and not self.statedata.jumping and moveresult.touching_ground then
local will_jump = true
-- Can't jump if standing on a disable_jump node
if mob._env_node_floor then
local floordef = minetest.registered_nodes[mob._env_node_floor.name]
if floordef and floordef.walkable and minetest.get_item_group(mob._env_node_floor.name, "disable_jump") > 0 then
will_jump = false
end
end
-- Can't jump inside a disable_jump node either
if will_jump and mob._env_node then
local def = minetest.registered_nodes[mob._env_node.name]
if minetest.get_item_group(mob._env_node.name, "disable_jump") > 0 then
will_jump = false
end
end
if will_jump then
self.statedata.jumping = true
self.statedata.jump_timer = 0
vel.y = jump_strength
else
-- Can't jump: We're stuck
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
end
-- Walk to target
local dir_next_pos = table.copy(next_pos)
dir_next_pos.y = mob_pos.y
local hdir = vector.direction(mob_pos, dir_next_pos)
local hdist = vector.distance(mob_pos, dir_next_pos)
if vector.length(hdir) > 0.001 and hdist > 0.1 then
local hvel = vector.multiply(hdir, walk_speed)
vel.x = hvel.x
vel.z = hvel.z
mob.object:set_velocity(vel)
self.statedata.walking = true
else
if self.statedata.walking ~= false then
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
self.statedata.walking = false
end
end
end
mtask.is_finished = function(self, mob)
-- Finish if aborted or path is gone or empty
if self.statedata.stop or not self.statedata.path or #self.statedata.path == 0 then
return true, self.statedata.success
end
-- Finish if goal point was reached
local pos = mob.object:get_pos()
local goal = self.statedata.path[#self.statedata.path]
local pos_h = table.copy(pos)
local goal_h = table.copy(goal)
pos_h.y = 0
goal_h.y = 0
local dist_mob_to_goal = vector.distance(pos, goal)
local h_dist_mob_to_goal = vector.distance(pos_h, goal_h)
if dist_mob_to_goal < PATH_DISTANCE_TO_GOAL_POINT and h_dist_mob_to_goal < PATH_H_DISTANCE_TO_GOAL_POINT then
return true, self.statedata.success
else
return false
end
end
mtask.on_end = function(self, mob)
local vel = mob.object:get_velocity()
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
end
return rp_mobs.create_microtask(mtask)
end
rp_mobs.microtasks.set_yaw = function(yaw)
local label
if yaw == "random" then
label = "set yaw randomly"
else
label = "set yaw to "..string.format("%.3f", yaw)
end
return rp_mobs.create_microtask({
label = label,
singlestep = true,
on_step = function(self, mob, dtime)
if yaw == "random" then
yaw = random_yaw()
end
mob.object:set_yaw(yaw)
end,
})
end
rp_mobs.microtasks.move_straight = function(move_vector, yaw, drag, max_timer)
local label
if max_timer then
label = "move straight for "..string.format("%.1f", max_timer).."s"
else
label = "move straight"
end
return rp_mobs.create_microtask({
label = label,
on_start = function(self, mob)
self.statedata.stop = false -- is set to true if microtask is supposed to be finished after the current step finishes
self.statedata.timer = 0 -- how long this microtask has been going, in seconds
end,
on_step = function(self, mob, dtime, moveresult)
self.statedata.timer = self.statedata.timer + dtime
if max_timer and self.statedata.timer >= max_timer then
self.statedata.stop = true
mob.object:set_velocity(vector.zero())
return
end
local vel = move_vector
local realvel = mob.object:get_velocity()
local targetvel = table.copy(vel)
local changevel = false
if drag then
for _, axis in pairs({"x","y","z"}) do
if drag[axis] > 0.001 and math.abs(targetvel[axis] - realvel[axis]) > MOVE_SPEED_MAX_DIFFERENCE then
if realvel[axis] > targetvel[axis] then
targetvel[axis] = math.max(targetvel[axis], realvel[axis] - drag[axis])
else
targetvel[axis] = math.min(targetvel[axis], realvel[axis] + drag[axis])
end
changevel = true
end
end
else
changevel = true
self.statedata.stop = true
end
if changevel then
mob.object:set_velocity(targetvel)
else
self.statedata.stop = true
end
end,
is_finished = function(self, mob)
if self.statedata.stop then
return true
end
return false
end
})
end
local can_clear_jump = function(mob, jump_clear_height)
local yaw = mob.object:get_yaw()
local dir = minetest.yaw_to_dir(yaw)
local pos = mob.object:get_pos()
if mob._front_body_point then
local fbp = table.copy(mob._front_body_point)
fbp = vector.rotate_around_axis(fbp, vector.new(0, 1, 0), yaw)
pos = vector.add(pos, fbp)
end
dir = vector.multiply(dir, 0.5)
local pos_front = vector.add(pos, dir)
local h = -1
while h <= jump_clear_height do
h = h + 1
local node_front = minetest.get_node(pos_front)
local def_front = minetest.registered_nodes[node_front.name]
if def_front and not def_front.walkable then
break
end
pos_front.y = pos_front.y + 1
end
if h <= jump_clear_height then
return true
end
return false
end
rp_mobs.microtasks.walk_straight = function(walk_speed, yaw, jump, jump_clear_height, stop_at_object_collision, max_timer)
local label
if max_timer then
label = "walk straight for "..string.format("%.1f", max_timer).."s"
else
label = "walk straight"
end
return rp_mobs.create_microtask({
label = label,
on_start = function(self, mob)
self.statedata.jumping = false -- is true when mob is currently jumpin
self.statedata.jump_timer = 0 -- timer counting the time of the current jump, in seconds
self.statedata.stop = false -- is set to true if microtask is supposed to be finished after the current step finishes
self.statedata.timer = 0 -- how long this microtask has been going, in seconds
end,
on_step = function(self, mob, dtime, moveresult)
self.statedata.timer = self.statedata.timer + dtime
local vel = mob.object:get_velocity()
if max_timer and self.statedata.timer >= max_timer then
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
if self.statedata.jumping then
self.statedata.jump_timer = self.statedata.jump_timer + dtime
if self.statedata.jump_timer >= JUMP_REPEAT_TIME then
if moveresult.touching_ground then
self.statedata.jumping = false
end
end
end
local wall_collision, wall_collision_data = collides_with_wall(moveresult, true)
if stop_at_object_collision and wall_collision and wall_collision_data.type == "object" then
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
-- Jump
if jump and not self.statedata.jumping and moveresult.touching_ground and wall_collision then
local can_jump = true
-- Can't jump if standing on a disable_jump node
if mob._env_node_floor then
local floordef = minetest.registered_nodes[mob._env_node_floor.name]
if floordef and floordef.walkable and minetest.get_item_group(mob._env_node_floor.name, "disable_jump") > 0 then
can_jump = false
end
end
-- Can't jump inside a disable_jump node either
if can_jump and mob._env_node then
local def = minetest.registered_nodes[mob._env_node.name]
if minetest.get_item_group(mob._env_node.name, "disable_jump") > 0 then
can_jump = false
end
end
-- Check if mob can jump over the obstacle or if the wall is too high
if can_jump then
can_jump = can_clear_jump(mob, jump_clear_height)
if not can_jump and wall_collision then
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
end
if can_jump then
self.statedata.jumping = true
self.statedata.jump_timer = 0
vel.y = jump
end
end
vel.x = math.sin(yaw) * -walk_speed
vel.z = math.cos(yaw) * walk_speed
local realvel_hor = mob.object:get_velocity()
realvel_hor.y = 0
local targetvel_hor = table.copy(vel)
targetvel_hor.y = 0
if (vector.length(realvel_hor) < WALK_SPEED_RESET_THRESHOLD * vector.length(targetvel_hor)) or
(0.01 > math.abs(vector.angle(vector.zero(), realvel_hor) - vector.angle(vector.zero(), targetvel_hor))) then
mob.object:set_velocity(vel)
end
end,
is_finished = function(self, mob)
if self.statedata.stop then
return true
end
return false
end
})
end
rp_mobs.microtasks.walk_straight_towards = function(walk_speed, target_type, target, set_yaw, reach_distance, max_distance, jump, jump_clear_height, stop_at_reached, stop_at_object_collision, max_timer)
local label
if max_timer then
label = "walk towards something for "..string.format("%.1f", max_timer).."s"
else
label = "walk towards something"
end
return rp_mobs.create_microtask({
label = label,
on_start = function(self, mob)
self.statedata.jumping = false -- is true when mob is currently jumpin
self.statedata.stop = false -- is set to true if microtask is supposed to be finished after the current step finishes
self.statedata.timer = 0 -- how long this microtask has been going, in seconds
end,
on_step = function(self, mob, dtime, moveresult)
self.statedata.timer = self.statedata.timer + dtime
local vel = mob.object:get_velocity()
local oldvel = mob.object:get_velocity()
if max_timer and self.statedata.timer >= max_timer then
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
if self.statedata.jumping then
self.statedata.jump_timer = self.statedata.jump_timer + dtime
if self.statedata.jump_timer >= JUMP_REPEAT_TIME then
if moveresult.touching_ground then
self.statedata.jumping = false
end
end
end
local wall_collision, wall_collision_data = collides_with_wall(moveresult, true)
if stop_at_object_collision and wall_collision and wall_collision_data.type == "object" then
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
-- Get target position
local mypos = mob.object:get_pos()
local dir, tpos
if target_type == "pos" then
tpos = target
dir = vector.direction(mypos, target)
elseif target_type == "object" then
tpos = target:get_pos()
dir = vector.direction(mypos, tpos)
else
self.statedata.stop = true
return
end
-- Face target
local yaw = minetest.dir_to_yaw(dir)
if set_yaw then
mob.object:set_yaw(yaw)
end
local distance = vector.distance(mypos, tpos)
local mypos_h = table.copy(mypos)
local tpos_h = table.copy(tpos)
mypos_h.y = 0
tpos_h.y = 0
local distance_h = vector.distance(mypos_h, tpos_h)
-- Stop walking if within reach_distance in 3D or very close horizontally
if reach_distance and (distance <= reach_distance or distance_h <= VERY_CLOSE_DISTANCE_HORIZONTAL) then
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
if stop_at_reached then
self.statedata.stop = true
end
return
end
-- Stop walking and finish if out of range
if max_distance and distance > max_distance then
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
-- Jump over nodes (but not objects)
if jump and not self.statedata.jumping and moveresult.touching_ground and wall_collision and wall_collision_data.type == "node" then
local can_jump = true
-- Can't jump if standing on a disable_jump node
if mob._env_node_floor then
local floordef = minetest.registered_nodes[mob._env_node_floor.name]
if floordef and floordef.walkable and minetest.get_item_group(mob._env_node_floor.name, "disable_jump") > 0 then
can_jump = false
end
end
-- Can't jump inside a disable_jump node either
if can_jump and mob._env_node then
if minetest.get_item_group(mob._env_node.name, "disable_jump") > 0 then
can_jump = false
end
end
-- Check if mob can jump over the obstacle or if the wall is too high
can_jump = can_clear_jump(mob, jump_clear_height)
if not can_jump and wall_collision then
self.statedata.stop = true
vel.x = 0
vel.z = 0
mob.object:set_velocity(vel)
return
end
if can_jump then
self.statedata.jumping = true
self.statedata.jump_timer = 0
vel.y = jump
end
end
vel.x = math.sin(yaw) * -walk_speed
vel.z = math.cos(yaw) * walk_speed
local realvel_hor = mob.object:get_velocity()
realvel_hor.y = 0
local targetvel_hor = table.copy(vel)
targetvel_hor.y = 0
if (vector.length(realvel_hor) < WALK_SPEED_RESET_THRESHOLD * vector.length(targetvel_hor)) or
(0.01 > math.abs(vector.angle(vector.zero(), realvel_hor) - vector.angle(vector.zero(), targetvel_hor))) then
mob.object:set_velocity(vel)
end
end,
is_finished = function(self, mob)
if self.statedata.stop then
return true
end
local mypos = mob.object:get_pos()
local tpos
if target_type == "pos" then
tpos = table.copy(target)
elseif target_type == "object" then
if not target then
return true
end
tpos = target:get_pos()
if not tpos then
return true
end
if target:get_hp() == 0 or target._dying then
return true
end
else
minetest.log("error", "[rp_mobs] Incorrect target_type provided in rp_mobs.microtask.walk_straight_towards!")
return true, false
end
mypos.y = 0
tpos.y = 0
return false
end,
on_end = function(self, mob)
mob.object:set_velocity(vector.zero())
end,
})
end
rp_mobs.microtasks.rotate_yaw_smooth = function(yaw, time)
local label
if yaw == "random" then
label = "rotate yaw randomly"
else
label = "rotate yaw to "..string.format("%.3f", yaw)
end
return rp_mobs.create_microtask({
label = label,
on_step = function(self, mob, dtime)
local sd = self.statedata
if not sd.target_yaw then
if yaw == "random" then
yaw = random_yaw()
end
sd.target_yaw = yaw
end
if not sd.start_yaw then
sd.start_yaw = mob.object:get_yaw()
end
if not sd.timer then
sd.timer = 0
end
sd.timer = sd.timer + dtime
local timer = math.min(sd.timer, time)
local time_progress = 1 - ((time - timer) / time)
local current_yaw = sd.start_yaw + (sd.target_yaw - sd.start_yaw) * time_progress
mob.object:set_yaw(current_yaw)
end,
is_finished = function(self, mob)
return self.statedata.timer and self.statedata.timer >= time
end,
})
end
rp_mobs.microtasks.autoyaw = function()
return rp_mobs.create_microtask({
label = "automatically set yaw",
singlestep = true,
on_step = function(self, mob, dtime)
local vel = mob.object:get_velocity()
vel.y = 0
-- Only set yaw if moving
if vector.length(vel) > 0.001 then
vel = vector.normalize(vel)
local yaw = minetest.dir_to_yaw(vel)
mob.object:set_yaw(yaw)
end
end,
})
end
rp_mobs.microtasks.sleep = function(time)
return rp_mobs.create_microtask({
label = "sleep for "..time.."s",
on_step = function(self, mob, dtime)
if not self.statedata.sleeptimer then
self.statedata.sleeptimer = 0
end
self.statedata.sleeptimer = self.statedata.sleeptimer + dtime
end,
is_finished = function(self, mob)
return self.statedata.sleeptimer and self.statedata.sleeptimer >= time
end
})
end
rp_mobs.microtasks.set_acceleration = function(acceleration)
return rp_mobs.create_microtask({
label = "set acceleration",
singlestep = true,
on_step = function(self, mob, dtime)
mob.object:set_acceleration(acceleration)
end,
})
end