reasonably working basic step function

master
Izzy 2019-05-30 18:13:10 -06:00
parent 7e50b30d80
commit eb8bbfab12
5 changed files with 253 additions and 199 deletions

View File

@ -14,6 +14,7 @@ function mobehavior:register_mob_fast(name, def)
rotate = 0,
physical = true,
weight = 5,
jump_height = 6,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "mesh",
visual_size = {x=1, y=1},
@ -31,6 +32,8 @@ function mobehavior:register_mob_fast(name, def)
bt = nil,
btData = nil,
jump_timer = 0,
walk_timer = 0,
on_step = function(self, dtime)
local btdata = self.btData
@ -64,7 +67,6 @@ function mobehavior:register_mob_fast(name, def)
self.bt_timer = 0
end
btdata.lastpos = pos
-- handle movement
@ -85,11 +87,16 @@ function mobehavior:register_mob_fast(name, def)
-- TODO: fall damage
self.jump_timer = self.jump_timer + dtime
if self.destination ~= nil then
self.walk_timer = self.walk_timer + dtime
--print("destination ")
local tdist = distance(pos, btdata.lastpos)
local dist = distance(pos, self.destination)
-- print("walk dist ".. dist)
local s = self.destination
@ -99,43 +106,45 @@ function mobehavior:register_mob_fast(name, def)
z = pos.z - s.z
}
if vec.x ~= 0 or vec.z ~= 0 then
if tdist < self.walk_velocity * dtime * .9 and self.walk_timer > 1 then
yaw = (math.atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if self.jump_timer > 4 then
local v = self.object:getvelocity()
if s.x > pos.x then
yaw = yaw + math.pi
v.y = self.jump_height + 1
v.x = v.x * 2.2
v.z = v.z * 2.2
self.object:setvelocity(v)
self.jump_timer = 0
end
end
-- print("yaw " .. yaw)
yaw = (math.atan2(vec.z, vec.x) + math.pi / 2) - self.rotate
self.object:setyaw(yaw)
end
if dist > (self.approachDistance or .1) then
--[[
if (self.jump
and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0
and self.jump_chance > 0) then
do_jump(self)
end]]
set_velocity(self, self.walk_velocity)
set_animation(self, "walk")
else
-- we have arrived
self.destination = nil
self.walk_timer = 0
-- TODO: bump bttimer to get new directions
-- bump bttimer to get new directions
self.bt_timer = 99
set_velocity(self, 0)
set_animation(self, "stand")
end
end
btdata.lastpos = pos
end,
@ -243,7 +252,7 @@ function mobehavior:register_mob_fast(name, def)
self.object:set_armor_groups({fleshy = self.armor})
self.old_y = self.object:getpos().y
self.object:setyaw(math.random(1, 360) / 180 * math.pi)
-- self.sounds.distance = (self.sounds.distance or 10)
-- self.sounds.distance = (self.sounds.distance or 10)
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
@ -282,11 +291,6 @@ function mobehavior:register_mob_fast(name, def)
self.btData.mob = nil -- just in case
end
-- used to rotate older mobs
if self.drawtype
and self.drawtype == "side" then
self.rotate = math.rad(90)
end
local tmp = {}
@ -305,19 +309,15 @@ function mobehavior:register_mob_fast(name, def)
return minetest.serialize(tmp)
end,
}
for k,v in pairs(def) do
mdef[k] = v
end
minetest.register_entity(name, mdef)
end

View File

@ -1,7 +1,7 @@
function make_bunny(name, behavior_fn)
mobs:register_simple_mob(mn..":"..name, {
mobehavior:register_mob_fast(mn..":"..name, {
type = "animal",
passive = true,
reach = 1,
@ -62,7 +62,7 @@ end
function make_wolf(name, behavior_fn)
mobs:register_simple_mob(mn..":"..name, {
mobehavior:register_mob_fast(mn..":"..name, {
type = "animal",
passive = false,
@ -74,7 +74,7 @@ function make_wolf(name, behavior_fn)
visual = "mesh",
mesh = "animal_wolf.b3d",
drawtype = "front",
rotate = 270,
rotate = math.pi / -2,
textures = {
{"animal_wolf_mesh.png"},
{"animal_wolf_tamed_mesh.png"},
@ -124,7 +124,7 @@ end
function make_bear(name, behavior_fn)
mobs:register_simple_mob(mn..":"..name, {
mobehavior:register_mob_fast(mn..":"..name, {
type = "animal",
passive = false,
@ -137,7 +137,7 @@ function make_bear(name, behavior_fn)
mesh = "mob_bear.b3d",
drawtype = "front",
visual_size= {x=3,y=3,z=3},
rotate = 270,
rotate = math.pi / -2,
textures = {
{"mob_bear_bear_mesh.png"},
-- {"mob_bear_bear_tamed_mesh.png"}, -- has a harness
@ -187,7 +187,7 @@ end
function make_rat(name, behavior_fn)
mobs:register_simple_mob(mn..":"..name, {
mobehavior:register_mob_fast(mn..":"..name, {
type = "animal",
passive = true,
reach = 1,

View File

@ -112,6 +112,59 @@ local lumberjack = function()
})
end
local bare_lumberjack = function()
return bt.Sequence("", {
-- build a chest and remember where it is
bt.FindSpotOnGround(),
bt.Approach(2),
bt.SetNode({name="default:chest"}),
-- bt.GetGroupWaypoint("lumber_chest"),
bt.SetWaypoint("chest"),
bt.UntilFailed(bt.Sequence("logs some trees", {
-- find a tree
bt.Selector("find a tree", {
bt.Sequence("find a tree near the last one", {
bt.GetWaypoint("tree"),
bt.FindNodeNear({"group:tree"}, 15),
}),
bt.FindNodeNear({"group:tree"}, 50),
}),
bt.Approach(2),
-- chop it down
bt.Invert(bt.UntilFailed(bt.Sequence("chop tree", {
bt.Wield("default:axe_steel"),
bt.Animate("punch"),
bt.FindNodeNear({"group:tree"}, 3), -- gets stuck on aspen and jungle
bt.DigNode(),
bt.WaitTicks(1),
}))),
bt.SetWaypointHere("tree"),
bt.Wield(""),
bt.Succeed(bt.Sequence("pick up saplings", {
--bt.FindItemNear("group:sapling", 20),
bt.PickUpNearbyItems("group:sapling", 5),
})),
-- put wood in chest
bt.GetWaypoint("chest"),
bt.Approach(2),
bt.PutInChest(nil),
bt.WaitTicks(1),
--bt.Print("end of loop \n"),
}))
})
end
local fence_region = function(item)
return bt.Sequence("", {
@ -483,7 +536,7 @@ end
--[[
make_wolf("wolf", function()
return wander_around(6)
end)
@ -498,9 +551,10 @@ end)
make_bear("bear", function()
return wander_around(6)
end)
]]
make_NPC("npc", function()
return wander_around(6)
-- return wander_around(6)
return bare_lumberjack()
end)

View File

@ -119,7 +119,7 @@ minetest.register_abm({
-- only if light levels are within range
if lig and lig >= mlig and lig <= xlig then
minetest.add_entity(pos2, mob)
-- minetest.add_entity(pos2, mob)
end
end

View File

@ -37,7 +37,7 @@ minetest.register_abm({
--print("----------spawning rat")
local p = minetest.find_node_near(pos, 3, "air")
if p then
local mob = minetest.add_entity(p, "mobehavior:rat")
-- local mob = minetest.add_entity(p, "mobehavior:rat")
end
end
})
@ -108,7 +108,7 @@ minetest.register_abm({
--print("----------spawning rat")
local p = minetest.find_node_near(pos, 3, "air")
if p then
local mob = minetest.add_entity(p, "mobehavior:bunny")
-- local mob = minetest.add_entity(p, "mobehavior:bunny")
end
end
})