diff --git a/mods/ENTITIES/mcl_mobs/movement.lua b/mods/ENTITIES/mcl_mobs/movement.lua index b770d7cbf..4da600a2d 100644 --- a/mods/ENTITIES/mcl_mobs/movement.lua +++ b/mods/ENTITIES/mcl_mobs/movement.lua @@ -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 diff --git a/mods/ENTITIES/mcl_mobs/physics.lua b/mods/ENTITIES/mcl_mobs/physics.lua index 3020d08c2..d1d9b8390 100644 --- a/mods/ENTITIES/mcl_mobs/physics.lua +++ b/mods/ENTITIES/mcl_mobs/physics.lua @@ -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)