local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local mob_class = mcl_mobs.mob_class local DEFAULT_FALL_SPEED = -9.81*1.5 local FLOP_HEIGHT = 6 local FLOP_HOR_SPEED = 1.5 local CHECK_HERD_FREQUENCY = 4 local PATHFINDING = "gowp" local node_snow = "mcl_core:snow" local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local logging = minetest.settings:get_bool("mcl_logging_mobs_movement", true) local random = math.random local sin = math.sin local cos = math.cos local abs = math.abs local floor = math.floor local PI = math.pi local TWOPI = 2 * math.pi local HALFPI = 0.5 * math.pi local QUARTERPI = 0.25 * math.pi local vector_new = vector.new local vector_zero = vector.zero local vector_copy = vector.copy local vector_offset = vector.offset local vector_distance = vector.distance local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node] -- Stop movement and stand function mob_class:stand() self:set_velocity(0) self.state = "stand" self:set_animation("stand") end -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return fallback and minetest.registered_nodes[fallback] or registered_fallback_node end -- Returns true is node can deal damage to self function mob_class:is_node_dangerous(nodename) local ndef = minetest.registered_nodes[nodename] return ndef and ( (self.lava_damage > 0 and ndef.groups.lava) or (self.fire_damage > 0 and ndef.groups.fire) or ((ndef.damage_per_second or 0) > 0)) end -- Returns true if node is a water hazard function mob_class:is_node_waterhazard(nodename) local ndef = minetest.registered_nodes[nodename] return ndef and ndef.groups.water and ( (self.water_damage > 0) or (not self.breathes_in_water and self.breath_max ~= -1 and (ndef.drowning or 0) > 0)) end local function raycast_line_of_sight(origin, target) local raycast = minetest.raycast(origin, target, false, true) local los_blocked = false for hitpoint in raycast do if hitpoint.type == "node" then --TODO type object could block vision, for example chests local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint)) if node.name ~= "air" then local nodef = minetest.registered_nodes[node.name] if nodef and nodef.walkable then los_blocked = true break end end end end return not los_blocked end function mob_class:target_visible(origin) if not origin then return end if not self.attack then return end local target_pos = self.attack:get_pos() if not target_pos then return end local origin_eye_pos = vector_offset(origin, 0, self.head_eye_height, 0) --minetest.log("origin: " .. dump(origin)) --minetest.log("origin_eye_pos: " .. dump(origin_eye_pos)) local targ_head_height, targ_feet_height local cbox = self.collisionbox if self.attack:is_player() then targ_head_height = vector_offset(target_pos, 0, cbox[5], 0) targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray else targ_head_height = vector_offset(target_pos, 0, cbox[5], 0) targ_feet_height = vector_offset(target_pos, 0, cbox[2], 0) end --minetest.log("start targ_head_height: " .. dump(targ_head_height)) if raycast_line_of_sight (origin_eye_pos, targ_head_height) then return true end --minetest.log("Start targ_feet_height: " .. dump(targ_feet_height)) if raycast_line_of_sight (origin_eye_pos, targ_feet_height) then return true end -- TODO mid way between feet and head return false end -- check line of sight (BrunoMine) function mob_class:line_of_sight(pos1, pos2, stepsize) stepsize = stepsize or 1 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = vector_copy(pos1) local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- Target Distance (td) to travel local td = vector_distance(pos1, pos2) -- Actual Distance (ad) traveled local ad = 0 -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'normal' nodebox. while minetest.registered_nodes[nn] and minetest.registered_nodes[nn].walkable == false do -- Check if you can still move forward if td < ad + stepsize then return true end -- Reached the target -- Moves the analyzed pos local d = vector_distance(pos1, pos2) npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z -- NaN checks if d == 0 or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then return false end ad = ad + stepsize -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end function mob_class:can_jump_cliff() local yaw = self.object:get_yaw() local pos = self.object:get_pos() local cbox = self.collisionbox -- where is front local dir_x = -sin(yaw) * (cbox[4] + 0.5) local dir_z = cos(yaw) * (cbox[4] + 0.5) --is there nothing under the block in front? if so jump the gap. local node_low = node_ok(vector_offset(pos, dir_x * 0.6, -0.5, dir_z * 0.6), "air") -- next is solid, no need to jump if minetest.registered_nodes[node_low.name] and minetest.registered_nodes[node_low.name].walkable == true then self._jumping_cliff = false return false end local node_far = node_ok(vector_offset(pos, dir_x * 1.6, -0.5, dir_z * 1.6), "air") local node_far2 = node_ok(vector_offset(pos, dir_x * 2.5, -0.5, dir_z * 2.5), "air") -- TODO: also check there is air above these nodes? -- some place to land on if (minetest.registered_nodes[node_far.name] and minetest.registered_nodes[node_far.name].walkable == true) or (minetest.registered_nodes[node_far2.name] and minetest.registered_nodes[node_far2.name].walkable == true) then --disable fear height while we make our jump self._jumping_cliff = true --minetest.log("Jumping cliff: " .. self.name .. " nodes " .. node_low.name .. " - " .. node_far.name .. " - " .. node_far2.name) minetest.after(.1, function() if self and self.object then self._jumping_cliff = false end end) return true else self._jumping_cliff = false return false end 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 if self.fly then -- also avoids checking fish return false end local yaw = self.object:get_yaw() local cbox = self.collisionbox local dir_x = -sin(yaw) * (cbox[4] + 0.5) local dir_z = cos(yaw) * (cbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + cbox[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, floor(ypos - self.fear_height), pos.z + dir_z)) if free_fall then return "free fall" end 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 "..chance) end return "drop of "..tostring(height) end local bnode = minetest.get_node(blocker) -- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name .. " height "..height) if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in) then return false -- allow to get out of the immediate danger end if self:is_node_dangerous(bnode.name) or self:is_node_waterhazard(bnode.name) then return bnode.name end return false end -- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water function mob_class:is_at_water_danger() if self.water_damage == 0 and self.breath_max == -1 then --minetest.log("Do not need a water check for: " .. self.name) return false end if self.fly then -- also avoids checking fish return false end local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on) if in_water_danger then return false end -- If you're in trouble, do not stop if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then return false end local yaw = self.object:get_yaw() local pos = self.object:get_pos() if not yaw or not pos then return false end local cbox = self.collisionbox local dir_x = -sin(yaw) * (cbox[4] + 0.5) local dir_z = cos(yaw) * (cbox[4] + 0.5) local ypos = pos.y + cbox[2] + 0.1 -- just above floor local los, blocker = minetest.line_of_sight( vector_new(pos.x + dir_x, ypos, pos.z + dir_z), vector_new(pos.x + dir_x, ypos - 3, pos.z + dir_z)) if not los then local bnode = minetest.get_node(blocker) local waterdanger = self:is_node_waterhazard(bnode.name) if waterdanger then return bnode.name end end return false end function mob_class:env_danger_movement_checks(player_in_active_range) if not player_in_active_range then return end if self.state == PATHFINDING or self.state == "attack" or self.state == "stand" or self.state == "runaway" then return end if self:is_at_water_danger() then if logging then minetest.log("action", "[mcl_mobs] "..self.name.." at water danger, stop and rotate?") end if random() <= 0.9 then if self.state ~= "stand" then self:stand() end self:turn_by(PI * (random() - 0.5), 10) return end end if not self._can_jump_cliff and self:is_at_cliff_or_danger() then if logging then minetest.log("action", "[mcl_mobs] "..self.name.." at cliff danger, rotate") end if random() <= 0.99 then if self.state ~= "stand" then self:stand() end self:turn_by(PI * (random() - 0.5), 10) end end end -- jump if facing a solid node (not fences or gates) function mob_class:do_jump() if not self.jump or self.jump_height == 0 or self.fly or self.order == "stand" then return false end self.facing_fence = false self._jumping_cliff = false -- something stopping us while moving? if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local v = self.object:get_velocity() 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 + cbox[2] local node_below = node_ok(vector_offset(pos, 0, -0.2, 0)) local nbdef = minetest.registered_nodes[node_below.name] if nbdef and nbdef.walkable == false and not in_water then return false end local yaw = self.object:get_yaw() -- where is front local dir_x = -sin(yaw) * (cbox[4] + 0.5) + v.x * 0.25 local dir_z = cos(yaw) * (cbox[4] + 0.5) + v.z * 0.25 -- what is in front of mob? local nod = node_ok(vector_offset(pos, dir_x, 0.5, dir_z)) local ndef = minetest.registered_nodes[nod.name] -- thin blocks that do not need to be jumped if nod.name == node_snow or (ndef and ndef.groups.carpet or 0) > 0 then return false end -- 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 node_top = node_ok(vector_offset(pos, dir_x, 1.5, dir_z), "air") -- TODO: also check above the mob itself? -- we don't attempt to jump if there's a stack of blocks blocking, unless attacking local ntdef = minetest.registered_nodes[node_top.name] if ntdef and ntdef.walkable == true and not (self.attack and self.state == "attack") then return false end if self.walk_chance ~= 0 and not (ndef and ndef.walkable) and not self._can_jump_cliff then return false end if (ndef.groups.fence or 0) ~= 0 or (ndef.groups.fence_gate or 0) ~= 0 or (ndef.groups.wall or 0) ~= 0 then self.facing_fence = true return false end v.y = self.jump_height + 0.3 if in_water then v.x, v.y, v.z = v.x * 1.2, v.y * 1.5, v.z * 1.2 elseif self._can_jump_cliff then v.x, v.y, v.z = v.x * 2.5, v.y * 1.1, v.z * 2.5 end self:set_animation("jump") -- only when defined self.object:set_velocity(v) -- when in air move forward local forward = function(self, v) if not self.object or not self.object:get_luaentity() or self.state == "die" then return end self.object:set_acceleration(vector_new(v.x * 2, DEFAULT_FALL_SPEED, v.z * 2)) end -- trying multiple time helps mobs jump minetest.after(0.1, forward, self, v) minetest.after(0.2, forward, self, v) minetest.after(0.3, forward, self, v) if self.jump_sound_cooloff <= 0 then self:mob_sound("jump") self.jump_sound_cooloff = 0.5 end -- if we jumped against a block/wall 4 times then turn if (v.x * v.x + v.z * v.z) < 0.1 then self._jump_count = (self._jump_count or 0) + 1 if self._jump_count == 4 then self:turn_by(TWOPI * (random() - 0.5), 8) self._jump_count = 0 return false end else self._jump_count = 0 end return true end -- should mob follow what I'm holding ? function mob_class:follow_holding(clicker) if self.nofollow then return false end if mcl_mobs.invis[clicker:get_player_name()] then return false end local item = clicker:get_wielded_item() local t = type(self.follow) -- single item if t == "string" and item:get_name() == self.follow then return true -- multiple items elseif t == "table" then for no = 1, #self.follow do if self.follow[no] == item:get_name() then return true end end end return false end -- find and replace what mob is looking for (grass, wheat etc.) function mob_class:replace_node(pos) if not self.replace_rate or not self.replace_what or self.child or self.object:get_velocity().y ~= 0 or random(1, self.replace_rate) > 1 then return end local what, with, y_offset if type(self.replace_what[1]) == "table" then local num = random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" y_offset = self.replace_what[num][3] or 0 else what = self.replace_what with = self.replace_with or "" y_offset = self.replace_offset or 0 end pos.y = pos.y + y_offset local node = minetest.get_node(pos) if node.name == what then local oldnode = {name = what, param2 = node.param2} local newnode = {name = with, param2 = node.param2} local on_replace_return = false if self.on_replace then on_replace_return = self.on_replace(self, pos, oldnode, newnode) end if on_replace_return ~= false then if mobs_griefing then minetest.after(self.replace_delay, function() if self and self.object and self.object:get_velocity() and self.health > 0 then minetest.set_node(pos, newnode) end end) end end end end -- specific runaway local specific_runaway = function(list, what) -- no list so do not run if list == nil then return false end if type(list) ~= "table" then list = {} end -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- find someone to runaway from function mob_class:check_runaway_from() if not self.runaway_from and self.state ~= "flop" then return end local s = self.object:get_pos() local p, sp, dist local player, obj, min_player local type, name = "", "" local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) for n = 1, #objs do if objs[n]:is_player() then if mcl_mobs.invis[ objs[n]:get_player_name() ] or self.owner == objs[n]:get_player_name() or (not self:object_in_range(objs[n])) then type = "" else player = objs[n] type = "player" name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object type = obj.type name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and specific_runaway(self.runaway_from, name) then p = player:get_pos() sp = s dist = vector_distance(p, s) -- choose closest player/mpb to runaway from if dist < min_dist and self:line_of_sight(vector_offset(sp, 0, 1, 0), vector_offset(p, 0, 1, 0), 2) == true then -- aim higher to make looking up hills more realistic min_dist = dist min_player = player end end end if min_player then local lp = player:get_pos() self:turn_in_direction(s.x - lp.x, s.z - lp.z, 4) -- away from player self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- follow player if owner or holding item function mob_class:check_follow() -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.order ~= "sit" and self.state ~= "runaway" then local s = self.object:get_pos() local players = minetest.get_connected_players() for n = 1, #players do if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then self.following = players[n] break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then if self.following and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item, -- mob is horny, fleeing or attacking if self.following and self.following:is_player() and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then self.following = nil end end -- follow that thing if self.following then local s = self.object:get_pos() local p = self.following:is_player() and self.following:get_pos() or self.following.object and self.following.object:get_pos() if p then if (not self:object_in_range(self.following)) then self.following = nil else self:turn_in_direction(p.x - s.x, p.z - s.z, 2.35) -- anyone but standing npc's can move along local dist = vector_distance(p, s) if dist > 3 and self.order ~= "stand" then self:set_velocity(self.follow_velocity) if self.walk_chance ~= 0 then self:set_animation("run") end else self:set_velocity(0) self:set_animation("stand") end return end end end end function mob_class:flop() -- swimmers flop when out of their element, and swim again when back in if self.fly then local s = self.object:get_pos() if self:flight_check(s) == false then self.state = "flop" self.object:set_acceleration(vector_new(0, DEFAULT_FALL_SPEED, 0)) local p = self.object:get_pos() local sdef = minetest.registered_nodes[node_ok(vector_offset(p, 0, self.collisionbox[2] - 0.2, 0)).name] -- Flop on ground if sdef and sdef.walkable then if self.object:get_velocity().y < 0.1 then self:mob_sound("flop") self.object:set_velocity(vector_new((random() * 2 - 1) * FLOP_HOR_SPEED, FLOP_HEIGHT, (random() * 2 - 1) * FLOP_HOR_SPEED)) end end self:set_animation( "stand", true) return elseif self.state == "flop" then self.state = "stand" self.object:set_acceleration(vector_zero()) self:set_velocity(0) end end end function mob_class:go_to_pos(b, speed) if not self then return end if not b then return end local s = self.object:get_pos() if vector_distance(b,s) < .4 then return true end if b.y > s.y + 0.2 then self:do_jump() end self:turn_in_direction(b.x - s.x, b.z - s.z, 2) speed = speed or self.walk_velocity self:set_velocity(speed) self:set_animation(speed <= self.walk_velocity and "walk" or "run") end local check_herd_timer = 0 function mob_class:check_herd(dtime) local pos = self.object:get_pos() if not pos or self.state == "attack" then return end -- Does any mob not move in group. Weird check for something not set? if self.move_in_group == false then return end check_herd_timer = check_herd_timer + dtime if check_herd_timer < CHECK_HERD_FREQUENCY then return end check_herd_timer = 0 for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do local l = o:get_luaentity() if l and l.is_mob and l.name == self.name then if self.horny and l.horny then self:go_to_pos(l.object:get_pos()) else self:set_yaw(o:get_yaw(), 8) end end end end function mob_class:teleport(target) if self.do_teleport then return self.do_teleport(self, target) end end function mob_class:animate_walk_or_fly() if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation("fly") else self:set_animation("walk") end end function mob_class:do_states_walk() local yaw = self.object:get_yaw() or 0 local s = self.object:get_pos() -- If mob in or on dangerous block, look for land if self:is_node_dangerous(self.standing_in) or self:is_node_waterhazard(self.standing_in) or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then -- Better way to find shore - copied from upstream local lp = minetest.find_nodes_in_area_under_air(vector_offset(s, -5, -0.5, -5), vector_offset(s, 5, 1, 5), {"group:solid"}) if #lp == 0 then local lp = minetest.find_nodes_in_area_under_air(vector_offset(s, -10, -0.5, -10), vector_offset(s, 10, 1, 10), {"group:solid"}) end -- TODO: use node with smallest change in yaw instead of random? lp = #lp > 0 and lp[random(#lp)] -- did we find land? if lp then if logging then 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:turn_in_direction(lp.x - s.x, lp.z - s.z, 8) self:set_velocity(self.walk_velocity) self:animate_walk_or_fly() return end end -- stop at fences or randomly -- fences break villager pathfinding! if self.facing_fence == true or random() <= 0.3 then if random() <= 0.3 then self:stand() return end -- facing wall? then turn local facing_wall = false local cbox = self.collisionbox local dir_x = -sin(yaw - QUARTERPI) * (cbox[4] + 0.5) local dir_z = cos(yaw - QUARTERPI) * (cbox[4] + 0.5) local nodface = node_ok(vector_offset(s, dir_x, cbox[5] - cbox[2], dir_z)) if minetest.registered_nodes[nodface.name] and minetest.registered_nodes[nodface.name].walkable == true then dir_x = -sin(yaw + QUARTERPI) * (cbox[4] + 0.5) dir_z = cos(yaw + QUARTERPI) * (cbox[4] + 0.5) nodface = node_ok(vector_offset(s, dir_x, cbox[5] - cbox[2], 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 self:turn_by(TWOPI * (random() - 0.5), 6) -- otherwise randomly turn elseif random() <= 0.3 then local home = self._home or self._bed if home and random() < 0.1 then self:turn_in_direction(home.x - s.x, home.z - s.z, 8) else self:turn_by(QUARTERPI * (random() - 0.5), 10) end end self:set_velocity(self.walk_velocity) self:animate_walk_or_fly() end function mob_class:do_states_stand(player_in_active_range) if random() < 0.25 then local s = self.object:get_pos() local lp if player_in_active_range and self.look_at_players then 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 then self:turn_in_direction(lp.x - s.x, lp.z - s.z, 10) else local home = self._home or self._bed if home and random() < 0.3 then self:turn_in_direction(home.x - s.x, home.z - s.z, 8) else self:turn_by(HALFPI * (random() - 0.5), 10) end end end if self.order == "sit" then self:set_animation("sit") self:set_velocity(0) else self:set_animation("stand") self:set_velocity(0) end -- npc's ordered to stand stay standing if self.order == "stand" or self.order == "sleep" or self.order == "work" then else if player_in_active_range then if self.walk_chance ~= 0 and self.facing_fence ~= true and random(1, 100) <= self.walk_chance then if self:is_at_cliff_or_danger() then self:turn_by(PI * (random() - 0.5), 10) else self:set_velocity(self.walk_velocity) self.state = "walk" self:set_animation( "walk") end end end end end function mob_class:do_states_runaway() self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or self:is_at_cliff_or_danger() then self.runaway_timer = 0 self:stand() self:turn_by(PI * (random() + 0.5), 8) else self:set_velocity( self.run_velocity) self:set_animation( "run") end end