More movement code cleanups.

Closes #4506 #4502
This commit is contained in:
kno10 2024-07-07 17:24:40 +02:00
parent 114a7d2b17
commit 1ac53b9c2a
2 changed files with 147 additions and 251 deletions

@ -18,8 +18,11 @@ local sin = math.sin
local cos = math.cos
local atan2 = math.atan2
local abs = math.abs
local floor = math.floor
local PI = math.pi
local TWOPI = 2 * math.pi
local PIHALF = 0.5 * math.pi
local PIQUARTER = 0.25 * math.pi
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
@ -200,7 +203,6 @@ function mob_class:line_of_sight(pos1, pos2, stepsize)
-- New Nodename found
nn = minetest.get_node(pos).name
end
return false
@ -209,40 +211,21 @@ end
function mob_class:can_jump_cliff()
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
local v = self.object:get_velocity()
local v2 = abs(v.x)+abs(v.z)*.833
local jump_c_multiplier = 1
if v2/self.walk_velocity/2>1 then
jump_c_multiplier = v2/self.walk_velocity/2
end
-- where is front
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
--is there nothing under the block in front? if so jump the gap.
local nodLow = node_ok({
x = pos.x + dir_x*0.6,
y = pos.y - 0.5,
z = pos.z + dir_z*0.6
}, "air")
local nodLow = node_ok({ x = pos.x + dir_x*0.6, y = pos.y - 0.5, z = pos.z + dir_z*0.6 }, "air")
-- next is solid, no need to jump
if minetest.registered_nodes[nodLow.name] and minetest.registered_nodes[nodLow.name].walkable == true then
self._jumping_cliff = false
return false
end
local nodFar = node_ok({
x = pos.x + dir_x*1.6,
y = pos.y - 0.5,
z = pos.z + dir_z*1.6
}, "air")
local nodFar2 = node_ok({
x = pos.x + dir_x*2.5,
y = pos.y - 0.5,
z = pos.z + dir_z*2.5
}, "air")
local nodFar = node_ok({ x = pos.x + dir_x*1.6, y = pos.y - 0.5, z = pos.z + dir_z*1.6 }, "air")
local nodFar2 = node_ok({ x = pos.x + dir_x*2.5, y = pos.y - 0.5, z = pos.z + dir_z*2.5 }, "air")
-- TODO: also check there is air above these nodes?
-- some place to land on
@ -251,8 +234,8 @@ function mob_class:can_jump_cliff()
then
--disable fear height while we make our jump
self._jumping_cliff = true
-- minetest.log("Jumping cliff: " .. self.name .. " nodes " .. nodLow.name .. " - " .. nodFar.name .. " - " .. nodFar2.name)
minetest.after(.01, function()
--minetest.log("Jumping cliff: " .. self.name .. " nodes " .. nodLow.name .. " - " .. nodFar.name .. " - " .. nodFar2.name)
minetest.after(.1, function()
if self and self.object then
self._jumping_cliff = false
end
@ -266,6 +249,7 @@ end
-- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger()
--minetest.log(self.name.. " "..tostring(self.fear_height).." "..tostring(self._jumping_cliff).." "..tostring(self._can_jump_cliff).." "..tostring(self.fly))
if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false
end
@ -273,35 +257,29 @@ function mob_class:is_at_cliff_or_danger()
return false
end
local yaw = self.object:get_yaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.25)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
local ypos = pos.y + self.collisionbox[2] + 0.1 -- just above floor
local free_fall, blocker = minetest.line_of_sight(
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
vector.new(pos.x + dir_x, floor(ypos - self.fear_height), pos.z + dir_z))
if free_fall then
if random() < 0.98 then -- sometimes mobs make mistakes
return "leap of faith"
end
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." takes a leap of faith.")
end
return false
return "free fall"
end
-- avoid routes where we cannot get back, be reluctant to drop
local height = ypos + 0.5 - blocker.y
if self.runaway_timer == 0 and height > 1.25 and random() < (self.jump_height or 4) / 4 / height / height then
local height = ypos + 0.4 - blocker.y
local chance = (self.jump_height or 4) * 0.25 / (height * height)
if height >= self.fear_height and random() < chance then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." avoiding drop of "..height) --.." chance "..((self.jump_height or 4) / 4 / height / height))
minetest.log("action", "[mcl_mobs] "..self.name.." avoiding drop of "..height) --.." chance "..chance)
end
return "drop of "..tostring(height)
end
local bnode = minetest.get_node(blocker)
-- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name)
-- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name .. " height "..height)
if self:is_node_dangerous(bnode.name) or self:is_node_waterhazard(bnode.name) then
return bnode.name
end
@ -332,10 +310,10 @@ function mob_class:is_at_water_danger()
return false
end
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.25)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local ypos = pos.y + self.collisionbox[2] -- just above floor
local ypos = pos.y + self.collisionbox[2] + 0.1 -- just above floor
local los, blocker = minetest.line_of_sight(
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
@ -361,30 +339,31 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
return
end
--[[if self:is_at_water_danger() then
--minetest.log("At water danger for mob, stop?: " .. self.name)
if self:is_at_water_danger() then
minetest.log("action", "[mcl_mobs] "..self.name.." at water danger, stop and rotate?")
if random() <= 0.8 then
if self.state ~= "stand" then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
self:set_animation("stand")
end
local yaw = self.object:get_yaw() or 0
yaw = yaw + random() -0.5
self:set_yaw(yaw, 8)
self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
return
end
end]]
--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
if self.state ~= "stand" then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
end
if self:is_at_cliff_or_danger() and not self._can_jump_cliff then
minetest.log("action", "[mcl_mobs] "..self.name.." at cliff danger, rotate")
if random() <= 0.99 then
if self.state ~= "stand" then
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
end
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
end
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw(yaw + 0.78, 8)
end--]]
end
end
-- jump if facing a solid node (not fences or gates)
@ -397,6 +376,7 @@ function mob_class:do_jump()
end
self.facing_fence = false
self._jumping_cliff = false
-- something stopping us while moving?
if self.state ~= "stand"
@ -406,47 +386,32 @@ function mob_class:do_jump()
end
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
local cbox = self.collisionbox
local in_water = minetest.get_item_group(node_ok(pos).name, "water") > 0
-- what is mob standing on?
pos.y = pos.y + self.collisionbox[2] - 0.2
pos.y = pos.y + cbox[2]
local nod = node_ok(pos)
if minetest.registered_nodes[nod.name].walkable == false then
local nodBelow = node_ok({ x = pos.x, y = pos.y - 0.2, z = pos.z })
if minetest.registered_nodes[nodBelow.name].walkable == false and not in_water then
return false
end
local v = self.object:get_velocity()
local v2 = abs(v.x)+abs(v.z)*.833
local jump_c_multiplier = 1
if v2/self.walk_velocity/2>1 then
jump_c_multiplier = v2/self.walk_velocity/2
end
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
local yaw = self.object:get_yaw()
-- where is front
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
local dir_x = -sin(yaw) * (cbox[4] + 0.5)
local dir_z = cos(yaw) * (cbox[4] + 0.5)
-- what is in front of mob?
nod = node_ok({
x = pos.x + dir_x,
y = pos.y + 0.5,
z = pos.z + dir_z
})
local nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z })
-- this is used to detect if there's a block on top of the block in front of the mob.
-- If there is, there is no point in jumping as we won't manage.
local nodTop = node_ok({
x = pos.x + dir_x,
y = pos.y + 1.5,
z = pos.z + dir_z
}, "air")
local nodTop = node_ok({ x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z }, "air")
-- TODO: also check above the mob itself?
-- we don't attempt to jump if there's a stack of blocks blocking
-- we don't attempt to jump if there's a stack of blocks blocking, unless attacking
if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
return false
end
@ -467,8 +432,10 @@ function mob_class:do_jump()
v.y = self.jump_height + 0.1 * 3
if self._can_jump_cliff then
v=vector.multiply(v, vector.new(2.8,1,2.8))
if in_water then
v=vector.multiply(v, vector.new(1.2,1.5,1.2))
elseif self._can_jump_cliff then
v=vector.multiply(v, vector.new(2.5,1.1,2.5))
end
self:set_animation( "jump") -- only when defined
@ -500,7 +467,7 @@ function mob_class:do_jump()
self.jump_count = (self.jump_count or 0) + 1
if self.jump_count == 4 then
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 1.35, 8)
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 8)
self.jump_count = 0
end
end
@ -737,13 +704,11 @@ function mob_class:check_follow()
if dist > 3 and self.order ~= "stand" then
self:set_velocity(self.follow_velocity)
if self.walk_chance ~= 0 then
self:set_animation( "run")
else
self:set_animation( "stand")
self:set_animation("run")
end
else
self:set_velocity(0)
self:set_animation( "stand")
self:set_animation("stand")
end
return
end
@ -899,10 +864,10 @@ function mob_class:do_states_walk()
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
yaw = self:set_yaw(yaw + 0.78 * (random(0,2) - 1), 8)
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
return
elseif logging then
minetest.log("action", "[mcl_mobs] "..self.name.." ignores the danger "..tostring(self:is_at_cliff_or_danger() or self:is_at_water_danger()))
minetest.log("action", "[mcl_mobs] "..self.name.." ignores the danger "..tostring(danger))
end
end
-- If mob in or on dangerous block, look for land
@ -913,6 +878,7 @@ function mob_class:do_states_walk()
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
-- TODO: use node with smallest change in yaw?
lp = #lp > 0 and lp[random(#lp)]
-- did we find land?
@ -921,51 +887,68 @@ function mob_class:do_states_walk()
minetest.log("action", "[mcl_mobs] "..self.name.." heading to land ".. tostring(minetest.get_node(lp).name or nil))
end
-- look towards land and move in that direction
self:set_yaw(-atan2(lp.x - s.x, lp.z - s.z) - self.rotate, 6)
self:set_yaw(-atan2(lp.x - s.x, lp.z - s.z) - self.rotate, 8)
self:set_velocity(self.walk_velocity)
self:animate_walk_or_fly()
return
end
end
-- otherwise randomly turn
if random() <= 0.3 then
yaw = self:set_yaw(yaw + random() - 0.5, 8)
end
-- stop at fences or randomly
if self.facing_fence == true or random() <= 0.3 then
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
else
self:set_velocity(self.walk_velocity)
self:animate_walk_or_fly()
return
end
-- facing wall? then turn
local facing_wall = false
local cbox = self.collisionbox
local dir_x = -sin(yaw - PIQUARTER) * (cbox[4] + 0.5)
local dir_z = cos(yaw - PIQUARTER) * (cbox[4] + 0.5)
local nodface = node_ok({ x = s.x + dir_x, y = s.y + cbox[5] - cbox[2], z = s.z + dir_z })
if minetest.registered_nodes[nodface.name] and minetest.registered_nodes[nodface.name].walkable == true then
dir_x = -sin(yaw + PIQUARTER) * (cbox[4] + 0.5)
dir_z = cos(yaw + PIQUARTER) * (cbox[4] + 0.5)
nodface = node_ok({ x = s.x + dir_x, y = s.y + cbox[5] - cbox[2], z = s.z + dir_z })
if minetest.registered_nodes[nodface.name] and minetest.registered_nodes[nodface.name].walkable == true then
facing_wall = true
end
end
if facing_wall then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." facing a wall, turning.")
end
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 6)
-- otherwise randomly turn
elseif random() <= 0.3 then
yaw = self:set_yaw(yaw + PIHALF * (random() - 0.5), 10)
end
self:set_velocity(self.walk_velocity)
self:animate_walk_or_fly()
end
function mob_class:do_states_stand(player_in_active_range)
local yaw = self.object:get_yaw() or 0
if random() < 0.25 then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
local lp
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
if player_in_active_range and self.look_at_players then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
end
end
end
-- look at any players nearby, otherwise turn randomly
if lp and self.look_at_players then
if lp then
yaw = -atan2(lp.x - s.x, lp.z - s.z) - self.rotate
else
yaw = yaw + random() - 0.5
yaw = yaw + PIHALF * (random() - 0.5)
end
yaw = self:set_yaw( yaw, 8)
yaw = self:set_yaw(yaw, 10)
end
if self.order == "sit" then
self:set_animation( "sit")
@ -982,12 +965,15 @@ function mob_class:do_states_stand(player_in_active_range)
if player_in_active_range then
if self.walk_chance ~= 0
and self.facing_fence ~= true
and random(1, 100) <= self.walk_chance
and not self:is_at_cliff_or_danger() then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
and random(1, 100) <= self.walk_chance then
if self:is_at_cliff_or_danger() then
yaw = yaw + PIHALF * (random() - 0.5)
yaw = self:set_yaw(yaw, 8)
else
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
end
end
@ -1005,40 +991,10 @@ function mob_class:do_states_runaway()
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
yaw = self:set_yaw(yaw + 0.78, 8)
yaw = self:set_yaw(yaw + PI * (random() - 0.5), 8)
else
self:set_velocity( self.run_velocity)
self:set_animation( "run")
end
end
function mob_class:check_smooth_rotation(dtime)
-- improved smooth rotation
if self._turn_to then
self:set_yaw(self._turn_to, .1)
end
local delay = self.delay
if delay and delay > 0 then
local yaw = self.object:get_yaw() or 0
local target_yaw = self.target_yaw
if delay == 1 then
yaw = target_yaw
else
local dif = (target_yaw - yaw) % TWOPI
if target_yaw > PI then
target_yaw = target_yaw - TWOPI
end
yaw = (yaw + dif / delay) % TWOPI
end
self.delay = delay - 1
if self.shaking then
yaw = yaw + (random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw)
--self:update_roll()
end
end

@ -6,7 +6,8 @@ local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3
local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -9.81*1.5
local TWOPI = 2 * math.pi
local PI = math.pi
local TWOPI = 2 * PI
local PATHFINDING = "gowp"
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
@ -265,107 +266,46 @@ function mob_class:update_roll()
end
local function shortest_term_of_yaw_rotation(self, rot_origin, rot_target, nums)
if not rot_origin or not rot_target then
return
end
rot_origin = math.deg(rot_origin)
rot_target = math.deg(rot_target)
if rot_origin < rot_target then
if math.abs(rot_origin-rot_target)<180 then
if nums then
return rot_target-rot_origin
else
return 1
end
else
if nums then
return -(rot_origin-(rot_target-360))
else
return -1
end
end
else
if math.abs(rot_origin-rot_target)<180 then
if nums then
return rot_target-rot_origin
else
return -1
end
else
if nums then
return (rot_target-(rot_origin-360))
else
return 1
end
end
end
end
-- set and return valid yaw
function mob_class:set_yaw(yaw, delay, dtime)
if self.noyaw then return end
if not self.object:get_yaw() or not self.object:get_pos() then return end
if self.state ~= PATHFINDING then
self._turn_to = yaw
end
yaw = yaw % TWOPI
--calculate the shortest way to turn to find our target
local target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, false)
local target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, true)
--turn in the shortest path possible toward our target. if we are attacking, don't dance.
if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
if self.following then
target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), false)
else
target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), false)
end
end
local ddtime = 0.05 --set_tick_rate
if dtime then
ddtime = dtime
end
if math.abs(target_shortest_path_nums) > 10 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if validate_vector(self.acc) then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
end
end
delay = delay or 0
yaw = self.object:get_yaw()
if delay == 0 then
if self.shaking and dtime then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end
--self:update_roll()
return yaw
end
self.target_yaw = yaw
self.delay = delay
self.delay = delay or 0
self.target_yaw = yaw % TWOPI
return self.target_yaw
end
function mob_class:check_smooth_rotation(dtime)
-- improved smooth rotation
if self._turn_to then
self:set_yaw(self._turn_to, .1)
self._turn_to = nil
end
local delay = self.delay
if delay and delay > 0 then
local yaw = self.object:get_yaw() or 0
local target_yaw = self.target_yaw
if delay == 1 then
yaw = target_yaw
else
local dif = (target_yaw - yaw + PI) % TWOPI - PI
yaw = (yaw + dif / delay) % TWOPI
end
self.delay = delay - 1
if self.shaking then
yaw = yaw + (random() * 2 - 1) / 72 * dtime
end
self.object:set_yaw(yaw)
-- TODO: needed?
--if validate_vector(self.acc) then
-- self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
--end
--self:update_roll()
end
end
-- global function to set mob yaw
function mcl_mobs.yaw(self, yaw, delay, dtime)
return mob_class.set_yaw(self, yaw, delay, dtime)