Fix bug with hitbox collision check, Improve movement methods, Add default hit sound

This commit is contained in:
ElCeejo 2022-03-25 04:09:01 -07:00
parent 8542912775
commit c5af6c9590
5 changed files with 231 additions and 251 deletions

85
api.lua
View File

@ -139,14 +139,17 @@ function creatura.is_pos_moveable(pos, width, height)
y = pos.y,
z = pos.z + (width + 0.2),
}
for x = pos1.x, pos2.x do
for z = pos1.z, pos2.z do
local pos3 = {x = x, y = (pos.y + height), z = z}
local pos4 = {x = pos3.x, y = pos.y, z = pos3.z}
for z = pos1.z, pos2.z do
for x = pos1.x, pos2.x do
local pos3 = {x = x, y = pos.y + height, z = z}
local pos4 = {x = x, y = pos.y + 0.01, z = z}
local ray = minetest.raycast(pos3, pos4, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false
local name = minetest.get_node(pointed_thing.under).name
if minetest.registered_nodes[name].walkable then
return false
end
end
end
end
@ -172,9 +175,13 @@ function creatura.get_next_move(self, pos2)
local last_move = self._movement_data.last_move
local width = self.width
local height = self.height
local scan_width = width * 2
local pos = self.object:get_pos()
pos.y = floor(pos.y + 0.5)
pos = {
x = floor(pos.x),
y = pos.y + 0.01,
z = floor(pos.z)
}
pos.y = pos.y + 0.01
if last_move
and last_move.pos then
local last_call = minetest.get_position_from_hash(last_move.pos)
@ -193,36 +200,44 @@ function creatura.get_next_move(self, pos2)
vec_add(pos, {x = 0, y = 0, z = -1}),
vec_add(pos, {x = 1, y = 0, z = -1})
}
local next
local _next
table.sort(neighbors, function(a, b)
return vec_dist(a, pos2) < vec_dist(b, pos2)
end)
for i = 1, #neighbors do
local neighbor = neighbors[i]
local can_move = fast_ray_sight({x = pos.x, y = neighbor.y, z = pos.z}, neighbor)
local can_move = fast_ray_sight(pos, neighbor)
if vector.equals(neighbor, pos2) then
can_move = true
end
if not self:is_pos_safe(vec_raise(neighbor, 0.6)) then
if can_move
and not moveable(neighbor, width, height) then
can_move = false
if moveable(vec_raise(neighbor, 0.5), width, height) then
can_move = true
end
end
if can_move
and not moveable(vec_raise(neighbor, 0.6), width, height) then
and not self:is_pos_safe(neighbor) then
can_move = false
end
local dist = vec_dist(neighbor, pos2)
if can_move then
next = neighbor
_next = vec_raise(neighbor, 0.1)
break
end
end
if next then
if _next then
self._movement_data.last_move = {
pos = minetest.hash_node_position(pos),
move = minetest.hash_node_position(next)
move = minetest.hash_node_position(_next)
}
_next = {
x = floor(_next.x),
y = _next.y,
z = floor(_next.z)
}
end
return next
return _next
end
function creatura.get_next_move_3d(self, pos2)
@ -371,8 +386,42 @@ function creatura.get_nearby_entities(self, name)
return nearby
end
function creatura.get_node_def(pos)
local def = minetest.registered_nodes[minetest.get_node(pos).name]
local default_node_def = {walkable = true} -- both ignore and unknown nodes are walkable
function minetest.get_node_height_from_def(name)
local def = minetest.registered_nodes[name]
if not def then return 0.5 end
if def.walkable then
if def.drawtype == "nodebox" then
if def.node_box
and def.node_box.type == "fixed" then
if type(def.node_box.fixed[1]) == "number" then
return 0.5 + def.node_box.fixed[5]
elseif type(def.node_box.fixed[1]) == "table" then
return 0.5 + def.node_box.fixed[1][5]
else
return 1
end
else
return 1
end
else
return 1
end
else
return 1
end
end
function creatura.get_node_def(node) -- Node can be name or pos
if type(node) == "table" then
node = minetest.get_node(node).name
end
local def = minetest.registered_nodes[node] or default_node_def
if def.walkable
and minetest.get_node_height_from_def(node) < 0.26 then
def.walkable = false -- workaround for nodes like snow
end
return def
end

View File

@ -2,8 +2,8 @@ creatura = {}
local path = minetest.get_modpath("creatura")
dofile(path.."/pathfinder.lua")
dofile(path.."/api.lua")
dofile(path.."/pathfinder.lua")
dofile(path.."/methods.lua")
-- Optional Files --

View File

@ -35,6 +35,17 @@ local vec_dist = vector.distance
local vec_multi = vector.multiply
local vec_add = vector.add
local yaw2dir = minetest.yaw_to_dir
local dir2yaw = minetest.dir_to_yaw
local function debugpart(pos, time, tex)
minetest.add_particle({
pos = pos,
texture = tex or "creatura_particle_red.png",
expirationtime = time or 3,
glow = 6,
size = 12
})
end
-------------
-- Actions --
@ -132,154 +143,137 @@ end
-- Pathfinding
function get_line_of_sight(a, b)
local steps = floor(vector.distance(a, b))
local line = {}
for i = 0, steps do
local pos
if steps > 0 then
pos = {
x = a.x + (b.x - a.x) * (i / steps),
y = a.y + (b.y - a.y) * (i / steps),
z = a.z + (b.z - a.z) * (i / steps)
}
else
pos = a
end
table.insert(line, pos)
end
if #line < 1 then
return false
else
for i = 1, #line do
local node = minetest.get_node(line[i])
if minetest.registered_nodes[node.name].walkable then
return false
end
end
end
return true
end
local function movement_theta_pathfind(self, pos2, speed)
creatura.register_movement_method("creatura:pathfind", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local goal = pos2
self._path = self._path or {}
local temp_goal = self._movement_data.temp_goal
if not temp_goal
or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
temp_goal = self._movement_data.temp_goal
end
if #self._path < 1 then
self._path = creatura.find_theta_path(self, self.object:get_pos(), pos2, self.width, self.height, 500) or {}
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
local path = self._path
if not path or #path < 2 then
self._path = creatura.find_path(self, pos, pos2, self.width, self.height, 200) or {}
else
temp_goal = self._path[2] or self._path[1]
if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
waypoint = self._path[2]
if self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
table.remove(self._path, 1)
end
end
goal.y = pos.y + 0.5
local dir = vector.direction(self.object:get_pos(), pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
dir = vector.direction(self.object:get_pos(), temp_goal)
tyaw = minetest.dir_to_yaw(dir)
if #self._path < 1
and not self:is_pos_safe(temp_goal) then
self:animate("walk")
self:set_forward_velocity(0)
self:halt()
return
end
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
waypoint = creatura.get_next_move(self, pos2)
self._movement_data.waypoint = waypoint
end
self:turn_to(tyaw, turn_rate)
self:animate("walk")
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = abs(self.turn_rate) or 5
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
self:set_forward_velocity(speed or 2)
if self:pos_in_box(goal) then
self:halt()
end
end
creatura.register_movement_method("creatura:theta_pathfind", movement_theta_pathfind)
local function movement_pathfind(self, pos2, speed)
local pos = self.object:get_pos()
local goal = pos2
local temp_goal = self._movement_data.temp_goal
self._path = self._path or {}
if (not temp_goal
or self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}))
and #self._path < 1 then
self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
temp_goal = self._movement_data.temp_goal
end
if #self._path < 2 then
self._path = creatura.find_path(self, self.object:get_pos(), pos2, self.width, self.height, 100) or {}
if yaw_diff < pi * (turn_rate * 0.1) then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
temp_goal = self._path[2]
if self:pos_in_box({x = temp_goal.x, y = pos.y + self.height * 0.5, z = temp_goal.z}) then
table.remove(self._path, 1)
end
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
goal.y = pos.y + 0.5
local dir = vector.direction(self.object:get_pos(), pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
dir = vector.direction(self.object:get_pos(), temp_goal)
tyaw = minetest.dir_to_yaw(dir)
if #self._path < 2
and not self:is_pos_safe(temp_goal) then
self:animate("walk")
self:set_forward_velocity(0)
self:halt()
return
end
end
self:turn_to(tyaw, turn_rate)
self:animate("walk")
self:set_gravity(-9.8)
self:set_forward_velocity(speed or 2)
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2) then
self:halt()
end
end
end)
creatura.register_movement_method("creatura:pathfind", movement_pathfind)
creatura.register_movement_method("creatura:theta_pathfind", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
local path = self._path
if not path or #path < 1 then
self._path = creatura.find_theta_path(self, pos, pos2, self.width, self.height, 300) or {}
else
waypoint = self._path[2] or self._path[1]
if self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
table.remove(self._path, 1)
end
end
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}) then
waypoint = creatura.get_next_move(self, pos2)
self._movement_data.waypoint = waypoint
end
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = abs(self.turn_rate) or 5
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
if yaw_diff < pi * (turn_rate * 0.1) then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2) then
self:halt()
end
end)
-- Neighbors
creatura.register_movement_method("creatura:neighbors", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, clamp(self.width, 0.5, 1)) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = creatura.get_next_move(self, pos2)
self._movement_data.waypoint = waypoint
end
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = self.turn_rate or 5
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
if yaw_diff < pi * 0.25 then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2) then
self:halt()
end
end)
-- Obstacle Avoidance
local function moveable(pos, width, height)
local pos1 = {
x = pos.x - (width + 0.2),
y = pos.y,
z = pos.z - (width + 0.2),
}
local pos2 = {
x = pos.x + (width + 0.2),
y = pos.y,
z = pos.z + (width + 0.2),
}
for z = pos1.z, pos2.z do
for x = pos1.x, pos2.x do
local pos3 = {x = x, y = (pos.y + height), z = z}
local pos4 = {x = x, y = pos.y, z = z}
local ray = minetest.raycast(pos3, pos4, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false
end
end
end
end
return true
end
local moveable = creatura.is_pos_moveable
local function get_obstacle_avoidance(self, pos2)
local pos = self.object:get_pos()
@ -309,78 +303,38 @@ local function get_obstacle_avoidance(self, pos2)
return pos2
end
local function movement_obstacle_avoidance(self, pos2, speed)
creatura.register_movement_method("creatura:obstacle_avoidance", function(self, pos2)
-- Movement Data
local pos = self.object:get_pos()
local temp_goal = self._movement_data.temp_goal
if not temp_goal
or self:pos_in_box(temp_goal) then
self._movement_data.temp_goal = get_obstacle_avoidance(self, pos2)
temp_goal = self._movement_data.temp_goal
if temp_goal then
temp_goal.y = floor(pos.y + self.height * 0.5)
end
local movement_data = self._movement_data
local waypoint = movement_data.waypoint
local speed = movement_data.speed or 5
if not waypoint
or self:pos_in_box({x = waypoint.x, y = pos.y + self.height * 0.5, z = waypoint.z}, clamp(self.width, 0.5, 1)) then
-- Waypoint Y axis is raised to avoid large mobs spinning over downward slopes
waypoint = get_obstacle_avoidance(self, pos2)
self._movement_data.waypoint = waypoint
end
pos2.y = floor(pos2.y + 0.5)
local dir = vector.direction(pos, pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
dir = vector.direction(pos, temp_goal)
tyaw = minetest.dir_to_yaw(dir)
-- Turning
local dir2waypoint = vec_dir(pos, pos2)
if waypoint then
dir2waypoint = vec_dir(pos, waypoint)
end
local turn_diff = abs(diff(self.object:get_yaw(), tyaw))
self:turn_to(tyaw, turn_rate)
self:animate("walk")
self:set_gravity(-9.8)
self:set_forward_velocity(speed - clamp(turn_diff, 0, speed * 0.66))
if self:pos_in_box({x = pos2.x, y = pos.y + 0.1, z = pos2.z})
or (temp_goal
and not self:is_pos_safe(temp_goal)) then
self:halt()
end
end
creatura.register_movement_method("creatura:obstacle_avoidance", movement_obstacle_avoidance)
-- Neighbors
local function movement_neighbors(self, pos2, speed)
local pos = self.object:get_pos()
local temp_goal = self._movement_data.temp_goal
local width = clamp(self.width, 0.5, 1.5)
if not temp_goal
or self:pos_in_box(temp_goal) then
self._movement_data.temp_goal = creatura.get_next_move(self, pos2)
temp_goal = self._movement_data.temp_goal
end
pos2.y = pos.y + self.height * 0.5
local yaw = self.object:get_yaw()
local dir = vector.direction(self.object:get_pos(), pos2)
local tyaw = minetest.dir_to_yaw(dir)
local turn_rate = self.turn_rate or 10
if temp_goal then
temp_goal.x = math.floor(temp_goal.x + 0.5)
temp_goal.z = math.floor(temp_goal.z + 0.5)
temp_goal.y = pos.y + self.height * 0.5
dir = vector.direction(self.object:get_pos(), temp_goal)
tyaw = minetest.dir_to_yaw(dir)
if not self:is_pos_safe(temp_goal) then
self:set_forward_velocity(0)
self:halt()
return
end
end
local yaw_diff = abs(diff(yaw, tyaw))
self:turn_to(tyaw, turn_rate)
local tgt_yaw = dir2yaw(dir2waypoint)
local turn_rate = self.turn_rate or 5
local yaw_diff = abs(diff(yaw, tgt_yaw))
-- Moving
self:set_gravity(-9.8)
if yaw_diff < pi then
self:animate("walk")
if yaw_diff < pi * 0.25 then
self:animate(movement_data.anim or "walk")
self:set_forward_velocity(speed)
else
self:set_forward_velocity(speed * 0.5)
turn_rate = turn_rate * 1.5
end
self:turn_to(tgt_yaw, turn_rate)
if self:pos_in_box(pos2) then
self:halt()
end
end
creatura.register_movement_method("creatura:neighbors", movement_neighbors)
end)

View File

@ -38,16 +38,6 @@ local function vec_raise(v, n)
return {x = v.x, y = v.y + n, z = v.z}
end
local function vec_compress(v)
return {x = round(v.x, 2), y = round(v.y, 2), z = round(v.z, 2)}
end
local function dist_2d(pos1, pos2)
local a = vector.new(pos1.x, 0, pos1.z)
local b = vector.new(pos2.x, 0, pos2.z)
return vec_dist(a, b)
end
local function fast_ray_sight(pos1, pos2)
local ray = minetest.raycast(pos1, pos2, false, false)
for pointed_thing in ray do
@ -1243,6 +1233,17 @@ function creatura.register_mob(name, def)
def.collisionbox = hitbox
def._creatura_mob = true
def.sounds = def.sounds or {}
if not def.sounds.hit then
def.sounds.hit = {
name = "creatura_hit",
gain = 0.5,
distance = 16,
variations = 3
}
end
def.on_activate = function(self, staticdata, dtime)
return self:activate(staticdata, dtime)
end

View File

@ -18,31 +18,7 @@ local function is_node_liquid(name)
return def and def.drawtype == "liquid"
end
local function moveable(pos, width, height)
local pos1 = {
x = pos.x - (width + 0.2),
y = pos.y,
z = pos.z - (width + 0.2),
}
local pos2 = {
x = pos.x + (width + 0.2),
y = pos.y,
z = pos.z + (width + 0.2),
}
for z = pos1.z, pos2.z do
for x = pos1.x, pos2.x do
local pos3 = {x = x, y = pos.y + height, z = z}
local pos4 = {x = x, y = pos.y, z = z}
local ray = minetest.raycast(pos3, pos4, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false
end
end
end
end
return true
end
local moveable = creatura.is_pos_moveable
local function get_ground_level(pos2, max_height)
local node = minetest.get_node(pos2)