diff --git a/mods/ENTITIES/mcl_mobs/pathfinding.lua b/mods/ENTITIES/mcl_mobs/pathfinding.lua index d085a9c0b..1082c9ad5 100644 --- a/mods/ENTITIES/mcl_mobs/pathfinding.lua +++ b/mods/ENTITIES/mcl_mobs/pathfinding.lua @@ -69,38 +69,27 @@ end -- 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 = {} - - -- TODO Just pass in door position and the index before is open, the index after is close - local current_door_index = -1 - for i, cur_pos in pairs(wp_in) do local action = nil - local cur_pos_to_add -- = vector.add(cur_pos, one_down) - if door_open_pos and vector.equals (cur_pos, door_open_pos) then + if door_open_pos and vector.equals(cur_pos, door_open_pos) then mcl_log ("Door open match") action = {type = "door", action = "open", target = cur_door_pos} - 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") action = {type = "door", action = "close", target = cur_door_pos} - 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") action = {type = "door", action = "open", target = cur_door_pos} - cur_pos_to_add = vector.add(cur_pos, one_down) - else - cur_pos_to_add = cur_pos - --mcl_log ("Pos doesn't match") end 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), + core.add_particle({pos = cur_pos, 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 wp_out[i] = {} - wp_out[i]["pos"] = cur_pos_to_add + wp_out[i]["pos"] = cur_pos wp_out[i]["failed_attempts"] = 0 wp_out[i]["action"] = action @@ -207,7 +196,8 @@ local function is_solid(pos) end local function find_open_node(pos, radius) - if not is_solid(pos) then return pos end + local r = vector.round(pos) + if not is_solid(r) then return r 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"}) @@ -225,7 +215,7 @@ function mob_class:gopath(target, callback_arrived, prioritised) -- maybe feet are buried in solid? local start = self.object:get_pos() - local p = find_open_node(vector.round(start), 1) + local p = find_open_node(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 @@ -297,6 +287,53 @@ function mob_class:gopath(target, callback_arrived, prioritised) -- If cannot path, don't immediately try again end + -- todo: we would also need to avoid overhangs, but minetest.find_path cannot help us there + -- we really need a better pathfinder overall. + + -- try to find a way around fences and walls. This is very barebones, but at least it should + -- help path around very simple fences *IF* there is a detour that does not require jumping or gates. + if wp and #wp > 0 then + local i = 1 + while i < #wp do + -- fence or wall underneath? + local bdef = minetest.registered_nodes[minetest.get_node(vector.offset(wp[i].pos, 0, -1, 0)).name] + if not bdef then minetest.log("warning", "There must not be unknown nodes on path") end + -- plan opening fence gates + if bdef and (bdef.groups.fence_gate or 0) > 0 then + wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0) + wp[math.max(1,i-1)].action = {type = "door", action = "open", target = wp[i].pos} + if i+1 < #wp then + wp[i+1].action = {type = "door", action = "close", target = wp[i].pos} + end + -- do not jump on fences and walls, but try to walk around + elseif bdef and i > 1 and ((bdef.groups.fence or 0) > 0 or (bdef.groups.wall or 0) > 0) and wp[i].pos.y > wp[i-1].pos.y then + -- find end of wall(s) + local j = i + 1 + while j <= #wp do + local below = vector.offset(wp[j].pos, 0, -1, 0) + local bdef = minetest.registered_nodes[minetest.get_node(below).name] + if not bdef or ((bdef.groups.fence or 0) == 0 and (bdef.groups.wall or 0) == 0) then + break + end + j = j + 1 + end + minetest.log("warning", bdef.name .. " at "..tostring(i).." end at "..(j <= #wp and tostring(j) or "nil")) + if j <= #wp and wp[i-1].pos.y == wp[j].pos.y then + local swp = minetest.find_path(wp[i-1].pos, wp[j].pos, PATHFINDING_SEARCH_DISTANCE, 0, 0) + -- TODO: if we do not find a path here, consider pathing through a fence gate! + if swp and #swp > 0 then + for k = j-1,i,-1 do table.remove(wp, k) end + for k = 2, #swp-1 do table.insert(wp, i-2+k, {pos = swp[k], failed_attempts = 0}) end + minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." successful.") + i = i + #swp - 4 + else + minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." failed.") + end + end + end + i = i + 1 + end + end if wp and #wp > 0 then --output_table(wp) if drop_last_wp and #wp > 1 then table.remove(wp, #wp) end @@ -337,11 +374,21 @@ function mob_class:interact_with_door(action, target) 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 + elseif not closed and action == "close" and def.on_rightclick then mcl_log("Close door") def.on_rightclick(target,n,self) end + elseif n.name:find("_gate") then + local def = minetest.registered_nodes[n.name] + local meta = minetest.get_meta(target) + local closed = meta:get_int("state") == 0 + if closed and action == "open" and def.on_rightclick then + mcl_log("Open gate") + def.on_rightclick(target,n,self) + elseif not closed and action == "close" and def.on_rightclick then + mcl_log("Close gate") + def.on_rightclick(target,n,self) + end else mcl_log("Not door") end