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local math , vector , minetest , mcl_mobs = math , vector , minetest , mcl_mobs
local mob_class = mcl_mobs.mob_class
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local PATHFINDING_FAIL_THRESHOLD = 200 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
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local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
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local PATHING_START_DELAY = 4 -- When doing non-prioritised pathing, how long to wait until last mob pathed
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local PATHFINDING_SEARCH_DISTANCE = 25 -- How big the square is that pathfinding will look
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local PATHFINDING = " gowp "
local one_down = vector.new ( 0 , - 1 , 0 )
local one_up = vector.new ( 0 , 1 , 0 )
local plane_adjacents = {
vector.new ( 1 , 0 , 0 ) ,
vector.new ( - 1 , 0 , 0 ) ,
vector.new ( 0 , 0 , 1 ) ,
vector.new ( 0 , 0 , - 1 ) ,
}
local LOGGING_ON = minetest.settings : get_bool ( " mcl_logging_mobs_pathfinding " , false )
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local visualize = minetest.settings : get_bool ( " mcl_mobs_pathfinding_visualize " , false )
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local LOG_MODULE = " [Mobs Pathfinding] "
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local function mcl_log ( message )
if LOGGING_ON and message then
minetest.log ( LOG_MODULE .. " " .. message )
end
end
function output_table ( wp )
if not wp then return end
mcl_log ( " wp items: " .. tostring ( # wp ) )
for a , b in pairs ( wp ) do
mcl_log ( a .. " : " .. tostring ( b ) )
end
end
function append_paths ( wp1 , wp2 )
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--mcl_log("Start append")
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if not wp1 or not wp2 then
mcl_log ( " Cannot append wp's " )
return
end
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--output_table(wp1)
--output_table(wp2)
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for _ , a in pairs ( wp2 ) do
table.insert ( wp1 , a )
end
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--mcl_log("End append")
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end
local function output_enriched ( wp_out )
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--mcl_log("Output enriched path")
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local i = 0
for _ , outy in pairs ( wp_out ) do
i = i + 1
local action = outy [ " action " ]
if action then
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mcl_log ( " Pos " .. i .. " : " .. minetest.pos_to_string ( outy [ " pos " ] ) .. " , type: " .. action [ " type " ] .. " , action: " .. action [ " action " ] .. " , target: " .. minetest.pos_to_string ( action [ " target " ] ) )
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end
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--mcl_log("failed attempts: " .. outy["failed_attempts"])
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end
end
-- This function will take a list of paths, and enrich it with:
-- a var for failed attempts
-- an action, such as to open or close a door where we know that pos requires that action
local function generate_enriched_path ( wp_in , door_open_pos , door_close_pos , cur_door_pos )
local wp_out = { }
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-- TODO Just pass in door position and the index before is open, the index after is close
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local current_door_index = - 1
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for i , cur_pos in pairs ( wp_in ) do
local action = nil
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local cur_pos_to_add -- = vector.add(cur_pos, one_down)
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if door_open_pos and vector.equals ( cur_pos , door_open_pos ) then
mcl_log ( " Door open match " )
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action = { type = " door " , action = " open " , target = cur_door_pos }
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cur_pos_to_add = vector.add ( cur_pos , one_down )
elseif door_close_pos and vector.equals ( cur_pos , door_close_pos ) then
mcl_log ( " Door close match " )
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action = { type = " door " , action = " close " , target = cur_door_pos }
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cur_pos_to_add = vector.add ( cur_pos , one_down )
elseif cur_door_pos and vector.equals ( cur_pos , cur_door_pos ) then
mcl_log ( " Current door pos " )
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action = { type = " door " , action = " open " , target = cur_door_pos }
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cur_pos_to_add = vector.add ( cur_pos , one_down )
else
cur_pos_to_add = cur_pos
--mcl_log ("Pos doesn't match")
end
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if visualize then
core.add_particle ( { pos = cur_pos_to_add , expirationtime = 5 + i / 4 , size = 3 + 2 / i , velocity = vector.new ( 0 , - 0.01 , 0 ) ,
texture = " mcl_copper_anti_oxidation_particle.png " } ) -- white stars
end
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wp_out [ i ] = { }
wp_out [ i ] [ " pos " ] = cur_pos_to_add
wp_out [ i ] [ " failed_attempts " ] = 0
wp_out [ i ] [ " action " ] = action
--wp_out[i] = {"pos" = cur_pos, "failed_attempts" = 0, "action" = action}
--output_pos(cur_pos, i)
end
output_enriched ( wp_out )
return wp_out
end
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local last_pathing_time = os.time ( )
function mob_class : ready_to_path ( prioritised )
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-- mcl_log("Check ready to path")
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if self._pf_last_failed and ( os.time ( ) - self._pf_last_failed ) < PATHFINDING_FAIL_WAIT then
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-- mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
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return false
else
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local time_since_path_start = os.time ( ) - last_pathing_time
if prioritised or ( time_since_path_start ) > PATHING_START_DELAY then
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mcl_log ( " We are ready to pathfind, no previous fail or we are past threshold: " .. tostring ( time_since_path_start ) )
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return true
end
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mcl_log ( " time_since_path_start: " .. tostring ( time_since_path_start ) )
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end
end
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-- This function is used to see if we can path. We could use to check a route, rather than making people move.
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local function calculate_path_through_door ( p , cur_door_pos , t )
if t then
mcl_log ( " Plot route through door from pos: " .. minetest.pos_to_string ( p ) .. " , to target: " .. minetest.pos_to_string ( t ) )
else
mcl_log ( " Plot route through door from pos: " .. minetest.pos_to_string ( p ) )
end
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local enriched_path = nil
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local wp , prospective_wp
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local pos_closest_to_door = nil
local other_side_of_door = nil
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if cur_door_pos then
mcl_log ( " Found a door near: " .. minetest.pos_to_string ( cur_door_pos ) )
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for _ , v in pairs ( plane_adjacents ) do
pos_closest_to_door = vector.add ( cur_door_pos , v )
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other_side_of_door = vector.add ( cur_door_pos , - v )
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local n = minetest.get_node ( pos_closest_to_door )
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if n.name == " air " then
mcl_log ( " We have air space next to door at: " .. minetest.pos_to_string ( pos_closest_to_door ) )
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prospective_wp = minetest.find_path ( p , pos_closest_to_door , PATHFINDING_SEARCH_DISTANCE , 1 , 4 )
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if prospective_wp then
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mcl_log ( " Found a path to next to door " .. minetest.pos_to_string ( pos_closest_to_door ) )
mcl_log ( " Opposite is: " .. minetest.pos_to_string ( other_side_of_door ) )
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table.insert ( prospective_wp , cur_door_pos )
if t then
mcl_log ( " We have t, lets go from door to target " )
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local wp_otherside_door_to_target = minetest.find_path ( other_side_of_door , t , PATHFINDING_SEARCH_DISTANCE , 1 , 4 )
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if wp_otherside_door_to_target and # wp_otherside_door_to_target > 0 then
append_paths ( prospective_wp , wp_otherside_door_to_target )
wp = prospective_wp
mcl_log ( " We have a path from outside door to target " )
else
mcl_log ( " We cannot path from outside door to target " )
end
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else
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mcl_log ( " No t, just add other side of door " )
table.insert ( prospective_wp , other_side_of_door )
wp = prospective_wp
end
if wp then
enriched_path = generate_enriched_path ( wp , pos_closest_to_door , other_side_of_door , cur_door_pos )
break
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end
else
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mcl_log ( " Cannot path to this air block next to door. " )
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end
end
end
else
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mcl_log ( " No door found " )
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end
if wp and not enriched_path then
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mcl_log ( " Wp but not enriched " )
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enriched_path = generate_enriched_path ( wp )
end
return enriched_path
end
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-- we treat ignore as solid, as we cannot path there
local function is_solid ( pos )
local ndef = minetest.registered_nodes [ minetest.get_node ( pos ) . name ]
return ( not ndef ) or ndef.walkable
end
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local function find_open_node ( pos , radius )
if not is_solid ( pos ) then return pos end
local above = vector.offset ( pos , 0 , 1 , 0 )
if not is_solid ( above ) then return above , true end -- additional return: drop last
local n = minetest.find_node_near ( pos , radius or 1 , { " air " } )
if n then return n end
return nil
end
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function mob_class : gopath ( target , callback_arrived , prioritised )
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if self.state == PATHFINDING then mcl_log ( " Already pathfinding, don't set another until done. " ) return end
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if not self : ready_to_path ( prioritised ) then return end
last_pathing_time = os.time ( )
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self.order = nil
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-- maybe feet are buried in solid?
local start = self.object : get_pos ( )
local p = find_open_node ( vector.round ( start ) , 1 )
if not p then -- buried?
minetest.log ( " action " , " Cannot path from " .. minetest.pos_to_string ( start ) .. " because it is solid. Nodetype: " .. minetest.get_node ( start ) . name )
return
end
-- target might be a job-site that is solid
local t , drop_last_wp = find_open_node ( target , 1 )
if not t then
minetest.log ( " action " , " Cannot path to " .. minetest.pos_to_string ( target ) .. " because it is solid. Nodetype: " .. minetest.get_node ( target ) . name )
return
end
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--Check direct route
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local wp = minetest.find_path ( p , t , PATHFINDING_SEARCH_DISTANCE , 1 , 4 )
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if not wp then
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mcl_log ( " ### No direct path. Path through door closest to target. " )
local door_near_target = minetest.find_node_near ( target , 16 , { " group:door " } )
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local below = vector.offset ( door_near_target , 0 , - 1 , 0 )
if minetest.get_item_group ( minetest.get_node ( below ) , " door " ) > 0 then door_near_target = below end
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wp = calculate_path_through_door ( p , door_near_target , t )
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if not wp then
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mcl_log ( " ### No path though door closest to target. Try door closest to origin. " )
local door_closest = minetest.find_node_near ( p , 16 , { " group:door " } )
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local below = vector.offset ( door_closest , 0 , - 1 , 0 )
if minetest.get_item_group ( minetest.get_node ( below ) , " door " ) > 0 then door_closest = below end
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wp = calculate_path_through_door ( p , door_closest , t )
-- Path through 2 doors
if not wp then
mcl_log ( " ### Still not wp. Need to path through 2 doors. " )
local path_through_closest_door = calculate_path_through_door ( p , door_closest )
if path_through_closest_door and # path_through_closest_door > 0 then
mcl_log ( " We have path through first door " )
mcl_log ( " Number of pos in path through door: " .. tostring ( # path_through_closest_door ) )
local pos_after_door_entry = path_through_closest_door [ # path_through_closest_door ]
if pos_after_door_entry then
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local pos_after_door = pos_after_door_entry [ " pos " ]
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mcl_log ( " pos_after_door: " .. minetest.pos_to_string ( pos_after_door ) )
local path_after_door = calculate_path_through_door ( pos_after_door , door_near_target , t )
if path_after_door and # path_after_door > 1 then
mcl_log ( " We have path after first door " )
table.remove ( path_after_door , 1 ) -- Remove duplicate
wp = path_through_closest_door
append_paths ( wp , path_after_door )
else
mcl_log ( " Path after door is not good " )
end
else
mcl_log ( " No pos after door " )
end
else
mcl_log ( " Path through closest door empty or null " )
end
else
mcl_log ( " ok, we have a path through 1 door " )
end
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end
else
wp = generate_enriched_path ( wp )
mcl_log ( " We have a direct route " )
end
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if not wp then
mcl_log ( " Could not calculate path " )
self._pf_last_failed = os.time ( )
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-- If cannot path, don't immediately try again
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end
if wp and # wp > 0 then
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--output_table(wp)
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if drop_last_wp and # wp > 1 then table.remove ( wp , # wp ) end
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self._target = t
self.callback_arrived = callback_arrived
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self.current_target = table.remove ( wp , 1 )
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while self.current_target and self.current_target . pos and vector.distance ( p , self.current_target . pos ) < 0.5 do
--mcl_log("Skipping close initial waypoint")
self.current_target = table.remove ( wp , 1 )
end
if self.current_target and self.current_target . pos then
self : turn_in_direction ( self.current_target . pos.x - p.x , self.current_target . pos.z - p.z , 2 )
self.waypoints = wp
self.state = PATHFINDING
return true
end
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end
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self : turn_in_direction ( target.x - p.x , target.z - p.z , 4 )
self.state = " walk "
self.waypoints = nil
self.current_target = nil
--minetest.log("no path found")
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end
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function mob_class : interact_with_door ( action , target )
local p = self.object : get_pos ( )
--local t = minetest.get_timeofday()
--local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"})
--for _,d in pairs(dd) do
if target then
mcl_log ( " Door target is: " .. minetest.pos_to_string ( target ) )
local n = minetest.get_node ( target )
if n.name : find ( " _b_ " ) or n.name : find ( " _t_ " ) then
local def = minetest.registered_nodes [ n.name ]
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local meta = minetest.get_meta ( target )
local closed = meta : get_int ( " is_open " ) == 0
if closed and action == " open " and def.on_rightclick then
mcl_log ( " Open door " )
def.on_rightclick ( target , n , self )
end
if not closed and action == " close " and def.on_rightclick then
mcl_log ( " Close door " )
def.on_rightclick ( target , n , self )
end
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else
mcl_log ( " Not door " )
end
else
mcl_log ( " no target. cannot try and open or close door " )
end
--end
end
function mob_class : do_pathfind_action ( action )
if action then
mcl_log ( " Action present " )
local type = action [ " type " ]
local action_val = action [ " action " ]
local target = action [ " target " ]
if target then
mcl_log ( " Target: " .. minetest.pos_to_string ( target ) )
end
if type and type == " door " then
mcl_log ( " Type is door " )
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self.object : set_velocity ( vector.zero ( ) )
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self : interact_with_door ( action_val , target )
end
end
end
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function mob_class : check_gowp ( dtime )
local p = self.object : get_pos ( )
-- no destination
if not p or not self._target then
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mcl_log ( " p: " .. tostring ( p ) .. " , self._target: " .. tostring ( self._target ) )
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return
end
-- arrived at location, finish gowp
local distance_to_targ = vector.distance ( p , self._target )
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
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if distance_to_targ < 1.8 then
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mcl_log ( " Arrived at _target " )
self.waypoints = nil
self._target = nil
self.current_target = nil
self.state = " stand "
self.order = " stand "
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self.object : set_velocity ( vector.zero ( ) )
self.object : set_acceleration ( vector.zero ( ) )
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if self.callback_arrived then return self.callback_arrived ( self ) end
return true
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elseif not self.current_target then
mcl_log ( " Not close enough to targ: " .. tostring ( distance_to_targ ) )
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end
-- More pathing to be done
local distance_to_current_target = 50
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if self.current_target and self.current_target . pos then
local dx , dy , dz = self.current_target . pos.x - p.x , self.current_target . pos.y - p.y , self.current_target . pos.z - p.z
distance_to_current_target = ( dx * dx + dy * dy * 0.5 + dz * dz ) ^ 0.5 -- reduced weight on y
--distance_to_current_target = vector.distance(p,self.current_target.pos)
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end
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-- also check next target, maybe we were too fast
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local next_target = # self.waypoints > 1 and self.waypoints [ 1 ]
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if not self.current_target [ " action " ] and next_target and next_target.pos and distance_to_current_target < 1.5 then
local dx , dy , dz = next_target.pos . x - p.x , next_target.pos . y - p.y , next_target.pos . z - p.z
local distance_to_next_target = ( dx * dx + dy * dy * 0.5 + dz * dz ) ^ 0.5 -- reduced weight on y
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if distance_to_next_target < distance_to_current_target then
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mcl_log ( " Skipped one waypoint. " )
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self.current_target = table.remove ( self.waypoints , 1 ) -- pop waypoint already
distance_to_current_target = distance_to_next_target
end
end
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-- debugging tool
if visualize and self.current_target and self.current_target . pos then
core.add_particle ( { pos = self.current_target . pos , expirationtime = .1 , size = 3 , velocity = vector.new ( 0 , - 0.2 , 0 ) , texture = " mcl_particles_flame.png " } )
end
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-- 0.6 is working but too sensitive. sends villager back too frequently. 0.7 is quite good, but not with heights
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
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local threshold = self.current_target [ " action " ] and 0.7 or 0.9
if self.waypoints and # self.waypoints > 0 and ( not self.current_target or not self.current_target . pos or distance_to_current_target < threshold ) then
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-- We have waypoints, and are at current_target or have no current target. We need a new current_target.
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self : do_pathfind_action ( self.current_target [ " action " ] )
local failed_attempts = self.current_target [ " failed_attempts " ]
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mcl_log ( " There after " .. failed_attempts .. " failed attempts. current target: " .. minetest.pos_to_string ( self.current_target . pos ) .. " . Distance: " .. distance_to_current_target )
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self.current_target = table.remove ( self.waypoints , 1 )
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-- use smoothing -- TODO: check for blockers before cutting corners?
if # self.waypoints > 0 and not self.current_target [ " action " ] then
local curwp , nextwp = self.current_target . pos , self.waypoints [ 1 ] . pos
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self : go_to_pos ( vector.new ( curwp.x * 0.7 + nextwp.x * 0.3 , curwp.y , curwp.z * 0.7 + nextwp.z * 0.3 ) )
return
end
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self : go_to_pos ( self.current_target . pos )
--if self.current_target["action"] then self:set_velocity(self.walk_velocity * 0.5) end
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return
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elseif self.current_target and self.current_target . pos then
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-- No waypoints left, but have current target and not close enough. Potentially last waypoint to go to.
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self.current_target [ " failed_attempts " ] = self.current_target [ " failed_attempts " ] + 1
local failed_attempts = self.current_target [ " failed_attempts " ]
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if failed_attempts >= PATHFINDING_FAIL_THRESHOLD then
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mcl_log ( " Failed to reach position " .. minetest.pos_to_string ( self.current_target . pos ) .. " too many times. At: " .. minetest.pos_to_string ( p ) .. " Abandon route. Times tried: " .. failed_attempts .. " current distance " .. distance_to_current_target )
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self.state = " stand "
self.current_target = nil
self.waypoints = nil
self._target = nil
self._pf_last_failed = os.time ( )
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self.object : set_velocity ( vector.zero ( ) )
self.object : set_acceleration ( vector.zero ( ) )
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return
end
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--mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target.pos) .. ". Distance: ".. distance_to_current_target)
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self : go_to_pos ( self.current_target [ " pos " ] )
-- Do i just delete current_target, and return so we can find final path.
else
-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
mcl_log ( " We don't have waypoints or a current target. Let's try to path to target " )
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if self.waypoints then
mcl_log ( " WP: " .. tostring ( self.waypoints ) )
mcl_log ( " WP num: " .. tostring ( # self.waypoints ) )
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else
mcl_log ( " No wp set " )
end
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if self.current_target then
mcl_log ( " Current target: " .. tostring ( self.current_target ) )
else
mcl_log ( " No current target " )
end
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local final_wp = minetest.find_path ( p , self._target , PATHFINDING_SEARCH_DISTANCE , 1 , 4 )
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if final_wp then
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mcl_log ( " We can get to target here. " )
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-- self.waypoints = final_wp
self : go_to_pos ( self._target )
else
-- Abandon route?
mcl_log ( " Cannot plot final route to target " )
end
end
-- I don't think we need the following anymore, but test first.
-- Maybe just need something to path to target if no waypoints left
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--[[ ok, let's try
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if self.current_target and self.current_target [ " pos " ] and ( self.waypoints and # self.waypoints == 0 ) then
local updated_p = self.object : get_pos ( )
local distance_to_cur_targ = vector.distance ( updated_p , self.current_target [ " pos " ] )
mcl_log ( " Distance to current target: " .. tostring ( distance_to_cur_targ ) )
mcl_log ( " Current p: " .. minetest.pos_to_string ( updated_p ) )
-- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door
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if distance_to_cur_targ > 1.6 then
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mcl_log ( " not close to current target: " .. minetest.pos_to_string ( self.current_target [ " pos " ] ) )
self : go_to_pos ( self._current_target )
else
mcl_log ( " close to current target: " .. minetest.pos_to_string ( self.current_target [ " pos " ] ) )
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mcl_log ( " target is: " .. minetest.pos_to_string ( self._target ) )
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self.current_target = nil
end
return
end
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--]]--
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end