creatura_remix/methods.lua

386 lines
10 KiB
Lua

-------------
-- Methods --
-------------
local pi = math.pi
local abs = math.abs
local ceil = math.ceil
local random = math.random
local atan2 = math.atan2
local sin = math.sin
local cos = math.cos
local function diff(a, b) -- Get difference between 2 angles
return atan2(sin(b - a), cos(b - a))
end
local function clamp(val, min, max)
if val < min then
val = min
elseif max < val then
val = max
end
return val
end
local vec_normal = vector.normalize
local vec_len = vector.length
local vec_dist = vector.distance
local vec_dir = vector.direction
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 0.55,
glow = 6,
size = 8
})
end]]
---------------------
-- Local Utilities --
---------------------
--[[local function raycast(pos1, pos2, liquid)
local ray = minetest.raycast(pos1, pos2, false, liquid or false)
local col = ray:next()
while col do
if col.type == "node"
and creatura.get_node_def(col.under).walkable then
return col
end
col = ray:next()
end
end]]
--[[local function get_collision(self, yaw)
local width = self.width
local height = self.height
local total_height = height + self.stepheight
local pos = self.object:get_pos()
if not pos then return end
pos.y = pos.y + 0.1
local speed = abs(vec_len(self.object:get_velocity()))
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), (width + 0.5) * ((speed > 1 and speed) or 1)))
-- Localize for performance
local pos_x, pos_z = pos.x, pos.z
local pos2_x, pos2_z = pos2.x, pos2.z
for x = -width, width, width / ceil(width) do
local step_flag = false
for y = 0, total_height, total_height / ceil(total_height) do
if y > height
and not step_flag then -- if we don't have to step up, no need to check if step is clear
break
end
local vec1 = {
x = cos(yaw) * ((pos_x + x) - pos_x) + pos_x,
y = pos.y + y,
z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
}
local vec2 = {
x = cos(yaw) * ((pos2_x + x) - pos2_x) + pos2_x,
y = vec1.y,
z = sin(yaw) * ((pos2_x + x) - pos2_x) + pos2_z
}
local ray = raycast(vec1, vec2, true)
if ray then
if y > (self.stepheight or 1.1)
or y > height then
return true, ray.intersection_point
else
step_flag = true
end
end
end
end
return false
end]]
function creatura.get_collision(self)
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
if not pos then return end
local width = self.width
local height = self.height
pos.y = pos.y + 0.01
local m_dir = vec_normal(yaw2dir(yaw))
local ahead = vec_add(pos, vec_multi(m_dir, width + 1)) -- 1 node out from edge of box
-- Loop
local pos_x, pos_z = ahead.x, ahead.z
for x = -width, width, width / ceil(width) do
for y = 0, height, height / ceil(height) do
local pos2 = {
x = cos(yaw) * ((pos_x + x) - pos_x) + pos_x,
y = pos.y + y,
z = sin(yaw) * ((pos_x + x) - pos_x) + pos_z
}
if pos2.y - pos.y > (self.stepheight or 1.1)
and creatura.get_node_def(pos2).walkable then
return true, pos2
end
end
end
return false
end
local get_collision = creatura.get_collision
local function get_avoidance_dir(self)
local pos = self.object:get_pos()
if not pos then return end
local _, col_pos = get_collision(self)
if col_pos then
local vel = self.object:get_velocity()
vel.y = 0
local vel_len = vec_len(vel) * (1 + (self.step_delay or 0))
local ahead = vec_add(pos, vec_normal(vel))
local avoidance_force = vector.subtract(ahead, col_pos)
avoidance_force.y = 0
avoidance_force = vec_multi(vec_normal(avoidance_force), (vel_len > 1 and vel_len) or 1)
--debugpart(vec_add(ahead, avoidance_force))
return vec_dir(pos, vec_add(ahead, avoidance_force))
end
end
-------------
-- Actions --
-------------
-- Actions are more specific behaviors used
-- to compose a Utility.
-- Move
function creatura.action_move(self, pos2, timeout, method, speed_factor, anim)
local timer = timeout or 4
local function func(_self)
timer = timer - _self.dtime
self:animate(anim or "walk")
local safe = true
if _self.max_fall
and _self.max_fall > 0 then
local pos = self.object:get_pos()
if not pos then return end
safe = _self:is_pos_safe(pos2)
end
if timer <= 0
or not safe
or _self:move_to(pos2, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then
return true
end
end
self:set_action(func)
end
creatura.action_walk = creatura.action_move -- Support for outdated versions
-- Idle
function creatura.action_idle(self, time, anim)
local timer = time
local function func(_self)
_self:set_gravity(-9.8)
_self:halt()
_self:animate(anim or "stand")
timer = timer - _self.dtime
if timer <= 0 then
return true
end
end
self:set_action(func)
end
-- Rotate on Z axis in random direction until 90 degree angle is reached
function creatura.action_fallover(self)
local zrot = 0
local init = false
local dir = 1
local function func(_self)
if not init then
_self:animate("stand")
if random(2) < 2 then
dir = -1
end
init = true
end
local rot = _self.object:get_rotation()
local goal = (pi * 0.5) * dir
local dif = abs(rot.z - goal)
zrot = rot.z + (dif * dir) * 0.15
_self.object:set_rotation({x = rot.x, y = rot.y, z = zrot})
if (dir > 0 and zrot >= goal)
or (dir < 0 and zrot <= goal) then return true end
end
self:set_action(func)
end
----------------------
-- Movement Methods --
----------------------
-- Pathfinding
local function trim_path(pos, path)
if #path < 2 then return end
local trim = false
local closest
for i = #path, 1, -1 do
if not path[i] then break end
if (closest
and vec_dist(pos, path[i]) > vec_dist(pos, path[closest]))
or trim then
table.remove(path, i)
trim = true
else
closest = i
end
end
return path
end
creatura.register_movement_method("creatura:pathfind", function(self)
local path = {}
local box = clamp(self.width, 0.5, 1.5)
self:set_gravity(-9.8)
local trimmed = false
local init_path = false
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
-- Get movement direction
local steer_to = get_avoidance_dir(self, goal)
local goal_dir = vec_dir(pos, goal)
if steer_to
and not init_path then
goal_dir = steer_to
init_path = true
end
if init_path
and #path < 2 then
path = creatura.find_lvm_path(_self, pos, goal, _self.width, _self.height, 400) or {}
end
if #path > 1 then
if not trimmed then
path = trim_path(pos, path)
trimmed = true
if #path < 2 then return end
end
goal_dir = vec_dir(pos, path[2])
if vec_dist(vector.round(pos), creatura.get_ground_level(path[1], 1)) < box then
table.remove(path, 1)
end
end
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25
or steer_to then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
if yaw_diff > 0.1 then
_self:turn_to(goal_yaw, turn_rate)
end
end
return func
end)
creatura.register_movement_method("creatura:theta_pathfind", function(self)
local path = {}
local box = clamp(self.width, 0.5, 1.5)
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
pos.y = pos.y + 0.5
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
-- Get movement direction
local steer_to = get_avoidance_dir(_self, goal)
local goal_dir = vec_dir(pos, goal)
if steer_to then
goal_dir = steer_to
if #path < 1 then
path = creatura.find_theta_path(_self, pos, goal, _self.width, _self.height, 300) or {}
end
end
if #path > 0 then
goal_dir = vec_dir(pos, path[2] or path[1])
if vec_dist(pos, path[1]) < box then
table.remove(path, 1)
end
end
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25
or steer_to then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
if yaw_diff > 0.1 then
_self:turn_to(goal_yaw, turn_rate)
end
end
return func
end)
-- Obstacle Avoidance
creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
local box = clamp(self.width, 0.5, 1.5)
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
goal.y = creatura.get_ground_level(goal, 2).y
pos.y = creatura.get_ground_level(pos, 2).y
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
local steer_to = get_avoidance_dir(self, goal)
if steer_to then
goal_dir = steer_to
end
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25
or steer_to then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
_self:turn_to(goal_yaw, turn_rate)
end
return func
end)