creatura_remix/api.lua

485 lines
14 KiB
Lua

--------------
-- Creatura --
--------------
creatura.api = {}
-- Math --
local pi = math.pi
local pi2 = pi * 2
local abs = math.abs
local floor = math.floor
local random = math.random
local sin = math.sin
local cos = math.cos
local atan2 = math.atan2
local function diff(a, b) -- Get difference between 2 angles
return math.atan2(math.sin(b - a), math.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_dir = vector.direction
local vec_dist = vector.distance
local vec_multi = vector.multiply
local vec_sub = vector.subtract
local vec_add = vector.add
local function vec_center(v)
return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)}
end
local function vec_raise(v, n)
if not v then return end
return {x = v.x, y = v.y + n, z = v.z}
end
local function dist_2d(pos1, pos2)
local a = {x = pos1.x, y = 0, z = pos1.z}
local b = {x = pos2.x, y = 0, z = pos2.z}
return vec_dist(a, b)
end
---------------
-- Local API --
---------------
local function get_node_height(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if not def then return nil 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 pos.y + node.node_box.fixed[5]
elseif type(node.node_box.fixed[1]) == "table" then
return pos.y + node.node_box.fixed[1][5]
else
return pos.y + 0.5
end
elseif node.node_box
and node.node_box.type == 'leveled' then
return minetest.get_node_level(pos) / 64 - 0.5 + pos.y
else
return pos.y + 0.5
end
else
return pos.y + 0.5
end
else
return pos.y - 0.5
end
end
local function walkable(pos)
return minetest.registered_nodes[minetest.get_node(pos).name].walkable
end
local function is_under_solid(pos)
local pos2 = vector.new(pos.x, pos.y + 1, pos.z)
return (walkable(pos2) or ((get_node_height(pos2) or 0) < 1.5))
end
local function is_node_walkable(name)
local def = minetest.registered_nodes[name]
return def and def.walkable
end
local function is_value_in_table(tbl, val)
for _, v in pairs(tbl) do
if v == val then
return true
end
end
return false
end
-----------------------
-- Utility Functions --
-----------------------
-- Movement Methods --
creatura.registered_movement_methods = {}
function creatura.register_movement_method(name, func)
creatura.registered_movement_methods[name] = func
end
-- Utility Behaviors --
creatura.registered_utilities = {}
function creatura.register_utility(name, func)
creatura.registered_utilities[name] = func
end
-- Sensors --
function creatura.is_pos_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 + 0.01, z = z}
local ray = minetest.raycast(pos3, pos4, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
local name = minetest.get_node(pointed_thing.under).name
if minetest.registered_nodes[name].walkable then
return false
end
end
end
end
end
return true
end
local moveable = creatura.is_pos_moveable
function creatura.fast_ray_sight(pos1, pos2, water)
local ray = minetest.raycast(pos1, pos2, false, water or false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false, vec_dist(pos1, pointed_thing.intersection_point), pointed_thing.ref
end
end
return true, vec_dist(pos1, pos2)
end
local fast_ray_sight = creatura.fast_ray_sight
function creatura.get_next_move(self, pos2)
local last_move = self._movement_data.last_move
local width = self.width
local height = self.height
local pos = self.object:get_pos()
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)
local last_move = minetest.get_position_from_hash(last_move.move)
if vector.equals(vec_center(last_call), vec_center(pos)) then
return last_move
end
end
local neighbors = {
vec_add(pos, {x = 1, y = 0, z = 0}),
vec_add(pos, {x = 1, y = 0, z = 1}),
vec_add(pos, {x = 0, y = 0, z = 1}),
vec_add(pos, {x = -1, y = 0, z = 1}),
vec_add(pos, {x = -1, y = 0, z = 0}),
vec_add(pos, {x = -1, y = 0, z = -1}),
vec_add(pos, {x = 0, y = 0, z = -1}),
vec_add(pos, {x = 1, y = 0, z = -1})
}
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(pos, neighbor)
if vector.equals(neighbor, pos2) then
can_move = true
end
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 self:is_pos_safe(neighbor) then
can_move = false
end
if can_move then
_next = vec_raise(neighbor, 0.1)
break
end
end
if _next then
self._movement_data.last_move = {
pos = minetest.hash_node_position(pos),
move = minetest.hash_node_position(_next)
}
_next = {
x = floor(_next.x),
y = _next.y,
z = floor(_next.z)
}
end
return _next
end
function creatura.get_next_move_3d(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 = pos.y + 0.5
if last_move
and last_move.pos then
local last_call = minetest.get_position_from_hash(last_move.pos)
local last_move = minetest.get_position_from_hash(last_move.move)
if vector.equals(vec_center(last_call), vec_center(pos)) then
return last_move
end
end
local neighbors = {
vec_add(pos, {x = scan_width, y = 0, z = 0}),
vec_add(pos, {x = scan_width, y = 0, z = scan_width}),
vec_add(pos, {x = 0, y = 0, z = scan_width}),
vec_add(pos, {x = -scan_width, y = 0, z = scan_width}),
vec_add(pos, {x = -scan_width, y = 0, z = 0}),
vec_add(pos, {x = -scan_width, y = 0, z = -scan_width}),
vec_add(pos, {x = 0, y = 0, z = -scan_width}),
vec_add(pos, {x = scan_width, y = 0, z = -scan_width})
}
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)
if not moveable(vec_raise(neighbor, 0.6), width, height) then
can_move = false
end
if vector.equals(neighbor, pos2) then
can_move = true
end
local dist = vec_dist(neighbor, pos2)
if can_move then
next = neighbor
break
end
end
if next then
self._movement_data.last_move = {
pos = minetest.hash_node_position(pos),
move = minetest.hash_node_position(next)
}
end
return vec_raise(next, clamp((pos2.y - pos.y) + -0.6, -1, 1))
end
function creatura.sensor_floor(self, range, water)
local pos = self.object:get_pos()
local pos2 = vec_raise(pos, -range)
local _, dist, node = fast_ray_sight(pos, pos2, water or false)
return dist, node
end
function creatura.sensor_ceil(self, range, water)
local pos = vec_raise(self.object:get_pos(), self.height)
local pos2 = vec_raise(pos, range)
local _, dist, node = fast_ray_sight(pos, pos2, water or false)
return dist, node
end
-- Misc
function creatura.is_valid(mob)
if not mob then return false end
if type(mob) == "table" then mob = mob.object end
if type(mob) == "userdata" then
if mob:is_player() then
if mob:get_look_horizontal() then return mob end
else
if mob:get_yaw() then return mob end
end
end
return false
end
function creatura.is_alive(mob)
if not creatura.is_valid(mob) then
return false
end
if type(mob) == "table" then
return mob.hp > 0
end
if mob:is_player() then
return mob:get_hp() > 0
else
local ent = mob:get_luaentity()
return ent and ent.hp and ent.hp > 0
end
end
function creatura.get_nearby_player(self)
local objects = minetest.get_objects_inside_radius(self:get_center_pos(), self.tracking_range)
for _, object in ipairs(objects) do
if object:is_player()
and creatura.is_alive(object) then
return object
end
end
end
function creatura.get_nearby_players(self)
local objects = minetest.get_objects_inside_radius(self:get_center_pos(), self.tracking_range)
local nearby = {}
for _, object in ipairs(objects) do
if object:is_player()
and creatura.is_alive(object) then
table.insert(nearby, object)
end
end
return nearby
end
function creatura.get_nearby_entity(self, name)
local objects = minetest.get_objects_inside_radius(self:get_center_pos(), self.tracking_range)
for _, object in ipairs(objects) do
if creatura.is_alive(object)
and not object:is_player()
and object ~= self.object
and object:get_luaentity().name == name then
return object
end
end
return
end
function creatura.get_nearby_entities(self, name)
local objects = minetest.get_objects_inside_radius(self:get_center_pos(), self.tracking_range)
local nearby = {}
for _, object in ipairs(objects) do
if creatura.is_alive(object)
and not object:is_player()
and object ~= self.object
and object:get_luaentity().name == name then
table.insert(nearby, object)
end
end
return nearby
end
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
--------------------
-- Global Mob API --
--------------------
-- Drops --
function creatura.drop_items(self)
if not self.drops then return end
for i = 1, #self.drops do
local drop_def = self.drops[i]
local name = drop_def.name
if not name then return end
local min_amount = drop_def.min or 1
local max_amount = drop_def.max or 2
local chance = drop_def.chance or 1
local amount = random(min_amount, max_amount)
if random(chance) < 2 then
local pos = self.object:get_pos()
local item = minetest.add_item(pos, ItemStack(name .. " " .. amount))
if item then
item:add_velocity({
x = random(-2, 2),
y = 1.5,
z = random(-2, 2)
})
end
end
end
end
-- On Punch --
function creatura.basic_punch_func(self, puncher, time_from_last_punch, tool_capabilities, direction, damage)
if not puncher then return end
local tool = ""
if puncher:is_player() then
tool = puncher:get_wielded_item():get_name()
end
if (self.immune_to
and is_value_in_table(self.immune_to, tool)) then
return
end
local dir = vec_dir(puncher:get_pos(), self:get_center_pos())
self:apply_knockback(dir)
self:hurt(tool_capabilities.damage_groups.fleshy or 2)
if random(4) < 2 then
self:play_sound("hurt")
end
if time_from_last_punch > 0.5 then
self:play_sound("hit")
end
self:indicate_damage()
end
local path = minetest.get_modpath("creatura")
dofile(path.."/mob_meta.lua")