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synced 2024-12-12 04:33:15 +01:00
Movement and path finding improvements.
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@ -392,6 +392,7 @@ function mob_class:do_jump()
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end
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local pos = self.object:get_pos()
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local v = self.object:get_velocity()
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local cbox = self.collisionbox
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local in_water = minetest.get_item_group(node_ok(pos).name, "water") > 0
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@ -406,15 +407,15 @@ function mob_class:do_jump()
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local yaw = self.object:get_yaw()
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-- where is front
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local dir_x = -sin(yaw) * (cbox[4] + 0.5)
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local dir_z = cos(yaw) * (cbox[4] + 0.5)
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local dir_x = -sin(yaw) * (cbox[4] + 0.5) + v.x * 0.25
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local dir_z = cos(yaw) * (cbox[4] + 0.5) + v.z * 0.25
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-- what is in front of mob?
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local nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z })
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local nod = node_ok(vector.new(pos.x + dir_x, pos.y + 0.5, pos.z + dir_z))
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-- this is used to detect if there's a block on top of the block in front of the mob.
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-- If there is, there is no point in jumping as we won't manage.
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local nodTop = node_ok({ x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z }, "air")
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local nodTop = node_ok(vector.new(pos.x + dir_x, pos.y + 1.5, pos.z + dir_z), "air")
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-- TODO: also check above the mob itself?
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-- we don't attempt to jump if there's a stack of blocks blocking, unless attacking
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@ -428,16 +429,17 @@ function mob_class:do_jump()
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end
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local ndef = minetest.registered_nodes[nod.name]
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if self.walk_chance == 0 or ndef and ndef.walkable or self._can_jump_cliff then
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if minetest.get_item_group(nod.name, "fence") == 0
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and minetest.get_item_group(nod.name, "fence_gate") == 0
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and minetest.get_item_group(nod.name, "wall") == 0 then
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local v = self.object:get_velocity()
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v.y = self.jump_height + 0.1 * 3
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if self.walk_chance ~= 0 and not (ndef and ndef.walkable) and not self._can_jump_cliff then
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return false
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end
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if minetest.get_item_group(nod.name, "fence") ~= 0
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or minetest.get_item_group(nod.name, "fence_gate") ~= 0
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or minetest.get_item_group(nod.name, "wall") ~= 0 then
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self.facing_fence = true
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return false
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end
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v.y = self.jump_height + 0.3
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if in_water then
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v=vector.multiply(v, vector.new(1.2,1.5,1.2))
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elseif self._can_jump_cliff then
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@ -445,41 +447,38 @@ function mob_class:do_jump()
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end
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self:set_animation("jump") -- only when defined
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self.object:set_velocity(v)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
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local forward = function(self, v)
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if not self.object or not self.object:get_luaentity() or self.state == "die" then
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return
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end
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self.object:set_acceleration({
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x = v.x * 2,
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y = DEFAULT_FALL_SPEED,
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z = v.z * 2,
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})
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end, self, v)
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self.object:set_acceleration(vector.new(v.x * 2, DEFAULT_FALL_SPEED, v.z * 2))
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end
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-- trying multiple time helps mobs jump
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minetest.after(0.1, forward, self, v)
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minetest.after(0.2, forward, self, v)
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minetest.after(0.3, forward, self, v)
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if self.jump_sound_cooloff <= 0 then
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self:mob_sound("jump")
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self.jump_sound_cooloff = 0.5
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end
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else
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self.facing_fence = true
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end
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-- if we jumped against a block/wall 4 times then turn
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if self.object:get_velocity().x ~= 0 and self.object:get_velocity().z ~= 0 then
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self.jump_count = (self.jump_count or 0) + 1
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if self.jump_count == 4 then
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self:turn_by(PI * (random() - 0.5), 8)
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self.jump_count = 0
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if (v.x * v.x + v.z * v.z) < 0.1 then
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self._jump_count = (self._jump_count or 0) + 1
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if self._jump_count == 4 then
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self:turn_by(TWOPI * (random() - 0.5), 8)
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self._jump_count = 0
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return false
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end
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else
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self._jump_count = 0
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end
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return true
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end
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return false
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end
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-- should mob follow what I'm holding ?
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function mob_class:follow_holding(clicker)
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@ -753,15 +752,10 @@ end
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function mob_class:go_to_pos(b)
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if not self then return end
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if not b then return end
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local s = self.object:get_pos()
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if not b then
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--self.state = "stand"
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return end
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if vector.distance(b,s) < 1 then
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--self:set_velocity(0)
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return true
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end
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self:turn_in_direction(b.x - s.x, b.z - s.z, 6)
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if vector.distance(b,s) < 1 then return true end
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self:turn_in_direction(b.x - s.x, b.z - s.z, 4)
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self:set_velocity(self.follow_velocity)
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self:set_animation("walk")
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end
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@ -358,8 +358,8 @@ function mob_class:check_gowp(dtime)
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self.current_target = nil
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self.state = "stand"
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self.order = "stand"
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration(vector.zero())
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if self.callback_arrived then return self.callback_arrived(self) end
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return true
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elseif not self.current_target then
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@ -369,13 +369,15 @@ function mob_class:check_gowp(dtime)
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-- More pathing to be done
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local distance_to_current_target = 50
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if self.current_target and self.current_target["pos"] then
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distance_to_current_target = vector.distance(p,self.current_target["pos"])
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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
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distance_to_current_target = (dx*dx+dy*dy*0.25+dz*dz)^0.5 -- reduced weight on y
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--distance_to_current_target = vector.distance(p,self.current_target["pos"])
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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
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-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
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-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
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if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
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if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.8 ) 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"])
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@ -383,6 +385,11 @@ function mob_class:check_gowp(dtime)
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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
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if #self.waypoints > 0 then
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local curwp, nextwp = self.current_target["pos"], self.waypoints[1]["pos"]
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self:go_to_pos(vector.new(curwp.x*0.5+nextwp.x*0.5,curwp.y*0.5+nextwp.y*0.5,curwp.z*0.5+nextwp.z*0.5))
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end
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self:go_to_pos(self.current_target["pos"])
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return
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elseif self.current_target and self.current_target["pos"] then
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@ -397,8 +404,8 @@ function mob_class:check_gowp(dtime)
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self.waypoints = nil
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self._target = nil
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self._pf_last_failed = os.time()
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration(vector.zero())
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return
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end
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@ -303,11 +303,11 @@ function mob_class:check_smooth_rotation(dtime)
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if self.shaking then
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yaw = yaw + (random() * 2 - 1) / 72 * dtime
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end
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if self.acc then
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--[[ needed? if self.acc then
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local change = yaw - initial_yaw
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local si, co = math.sin(change), math.cos(change)
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self.acc.x, self.acc.y = co * self.acc.x - si * self.acc.y, si * self.acc.x + co * self.acc.y
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end
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end ]]--
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self.object:set_yaw(yaw)
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self:update_roll()
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end
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@ -869,7 +869,6 @@ function mob_class:falling(pos, moveresult)
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local v = self.object:get_velocity()
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if v then
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local new_acceleration
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if v.y > 0 then
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-- apply gravity when moving up
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new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
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