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- -- Localize for performance.
- local vector_distance = vector.distance
- local vector_round = vector.round
- local math_floor = math.floor
- local math_max = math.max
- local math_random = math.random
- function pm.follower_on_activate(self, staticdata, dtime_s)
- if staticdata and staticdata ~= "" then
- local data = minetest.deserialize(staticdata)
- if type(data) == "table" then
- for k, v in pairs(data) do
- pm.debug_chat("on_activate(): self["..k.."]="..tostring(v))
- self[k] = v
- end
- return
- end
- end
- -- Otherwise, set up default data.
- self._timer = self._timer or 0
- self._lifetime = self._lifetime or 60*60*24
- self._sound_time = self._sound_time or 0
- end
- function pm.follower_get_staticdata(self)
- local data = {}
- for k, v in pairs(self) do
- local t = type(v)
- if t == "number" or t == "string" or t == "boolean" then
- if k:find("_") == 1 then
- pm.debug_chat("get_staticdata(): data["..k.."]="..tostring(v))
- data[k] = v
- end
- end
- end
- return minetest.serialize(data) or ""
- end
- function pm.get_wanted_velocity(self)
- if self and self._path then
- if #(self._path) > (pm.sight_range * 0.75) then
- return pm.run_velocity
- elseif #(self._path) < 5 then
- return pm.walk_velocity
- else
- return pm.velocity
- end
- end
- return pm.velocity
- end
- function pm.follower_on_step(self, dtime, moveresult)
- -- Remove object once we're old enough.
- if not self._lifetime then
- self.object:remove()
- return
- end
- if not self._no_lifespan_limit then
- self._lifetime = self._lifetime - dtime
- if self._lifetime < 0 then
- self.object:remove()
- return
- end
- end
- if self._mkrm then
- self.object:remove()
- return
- end
- -- Cooldown timer for the pathfinder, since using it is intensive.
- if self._failed_pathfind_cooldown then
- self._failed_pathfind_cooldown = self._failed_pathfind_cooldown - dtime
- if self._failed_pathfind_cooldown < 0 then
- self._failed_pathfind_cooldown = nil
- -- Also reset path/target info so we have a chance to acquire fresh data.
- self._goto = nil
- self._path = nil
- end
- end
- if self._acquire_target_cooldown then
- self._acquire_target_cooldown = self._acquire_target_cooldown - dtime
- if self._acquire_target_cooldown < 0 then
- self._acquire_target_cooldown = nil
- end
- end
- if self._wander_cooldown then
- self._wander_cooldown = self._wander_cooldown - dtime
- if self._wander_cooldown < 0 then
- self._wander_cooldown = nil
- end
- end
- -- Entity changes its behavior every so often.
- if not self._no_autochose_behavior then
- if not self._behavior_timer or self._behavior_timer < 0 then
- self._behavior_timer = math_random(1, 20)*60
- pm.choose_random_behavior(self)
- end
- self._behavior_timer = self._behavior_timer - dtime
- end
- -- Entities sometimes get stuck against objects.
- -- Unstick them by rounding their positions to the nearest air node.
- if not self._unstick_timer or self._unstick_timer < 0 then
- self._unstick_timer = math_random(1, 30)
- local air = minetest.find_node_near(self.object:get_pos(), 1, "air", true)
- if air then
- self.object:set_pos(air)
- end
- end
- self._unstick_timer = self._unstick_timer - dtime
- -- Sound timer.
- if not self._sound_time then self._sound_time = 0 end
- self._sound_time = self._sound_time - dtime
- if self._sound_time < 0 then
- self._sound_time = math_random(100, 300)/100
- if not self._no_sound then
- ambiance.sound_play("wisp", self.object:get_pos(), 0.2, 32)
- end
- end
- -- If currently following a path, remove waypoints as we reach them.
- if self._path and #(self._path) > 0 then
- local p = self._path[1]
- -- Remove waypoint from path if we've reached it.
- if vector_distance(p, self.object:get_pos()) < 0.75 then
- pm.debug_chat('hit waypoint')
- self._stuck_timer = 2
- table.remove(self._path, 1)
- end
- -- Remove path when all waypoints exhausted.
- if #(self._path) < 1 then
- pm.debug_chat('finished following path: ' .. minetest.pos_to_string(self._goto))
- pm.debug_chat('node at terminus: ' .. minetest.get_node(self._goto).name)
- self._path = nil
- self._path_is_los = nil
- self._stuck_timer = nil
- self._failed_pathfind_cooldown = nil
- self.object:set_velocity({x=0, y=0, z=0})
- end
- if self._stuck_timer then
- self._stuck_timer = self._stuck_timer - dtime
- if self._stuck_timer < 0 then
- pm.debug_chat('got stuck following path')
- -- Got stuck trying to follow path.
- -- This is caused because the entity is physical and may collide with
- -- the environment. Blocks may have been added in the entity's path, or
- -- (more usually) the entity did not properly navigate a corner.
- -- We should seek a new target.
- self._goto = nil
- self._path = nil
- self._target = nil
- self._failed_pathfind_cooldown = math_random(pm.pf_cooldown_min, pm.pf_cooldown_max)
- self._stuck_timer = nil
- self._wander_cooldown = nil
- self.object:set_velocity({x=0, y=0, z=0})
- end
- end
- end
- -- Main logic timer.
- -- This controls how often the main "AI" logic runs.
- self._timer = self._timer + dtime
- if self._timer < 0.3 then return end
- self._timer = 0
- -- Spawn particles to indicate our location.
- local pos = self.object:get_pos()
- pm.follower_spawn_particles(pos, self.object)
- -- Find new target/goal-waypoint if we don't have one.
- if not self._acquire_target_cooldown and not self._failed_pathfind_cooldown then
- if not self._goto and not self._path then
- local tp, target = self._interest_point(self, pos)
- if target then
- -- Target is another entity.
- pm.debug_chat('acquired moving target')
- --if target:is_player() then pm.debug_chat('targeting player') end
- local s = tp
- if not s then s = target:get_pos() end
- if s then
- s = vector_round(s)
- if pm.target_is_player_or_mob(target) then
- s.y = s.y + 1 -- For players or mobs, seek above them, not at their feet.
- end
- s = minetest.find_node_near(s, 1, "air", true)
- -- Target must be standing in air.
- -- Otherwise it would never be reachable.
- if s then
- -- Don't reacquire target if we're already sitting on it.
- if vector_distance(pos, s) > pm.range then
- pm.debug_chat('set moving target goal')
- self._goto = vector_round(s)
- self._target = target -- Userdata object.
- end
- end
- end
- self._acquire_target_cooldown = math_random(pm.aq_cooldown_min, pm.aq_cooldown_max)
- elseif tp then
- -- Target is a static location.
- pm.debug_chat('acquired static target')
- -- Don't reacquire target if we're already sitting on it.
- if vector_distance(pos, tp) > pm.range then
- pm.debug_chat('set static target goal')
- self._goto = vector_round(tp)
- self._target = nil
- end
- self._acquire_target_cooldown = math_random(pm.aq_cooldown_min, pm.aq_cooldown_max)
- else
- -- No target acquired. Wait awhile before calling function again.
- pm.debug_chat('no target acquired')
- self._acquire_target_cooldown = math_random(pm.aq_cooldown_min, pm.aq_cooldown_max)
- end
- end
- end
- -- Get a path to our target if we don't have a path yet, and target is not nearby.
- if not self._failed_pathfind_cooldown then
- if self._goto and not self._path and vector_distance(self._goto, pos) > pm.range then
- pm.debug_chat('want path to target')
- local los, obstruction = minetest.line_of_sight(vector_round(pos), vector_round(self._goto))
- if los then
- -- We have LOS (line of sight) direct to target.
- pm.debug_chat('LOS confirmed')
- local dir = vector.subtract(vector_round(self._goto), vector_round(pos))
- local dst = vector.length(dir)
- dir = vector.normalize(dir) -- Returns 0,0,0 for zero-length vector.
- -- Assemble a straight-line path.
- local path = {}
- for i=1, dst, 1 do
- path[#path+1] = vector.add(pos, vector.multiply(dir, i))
- end
- if #path > 0 then
- self._path = path
- self._path_is_los = true
- self._stuck_timer = nil
- end
- else
- -- No line of sight to target. Use pathfinder!
- pm.debug_chat('will try pathfinder')
- local rp1 = vector_round(pos)
- local rp2 = vector_round(self._goto)
- local a1 = rp1
- local a2 = rp2
- local d1 = minetest.registered_nodes[minetest.get_node(rp1).name]
- local d2 = minetest.registered_nodes[minetest.get_node(rp2).name]
- -- If either start or end are non-walkable, we don't need to look for air.
- if d1.walkable then
- a1 = minetest.find_node_near(rp1, 2, "air", true)
- end
- if d2.walkable then
- a2 = minetest.find_node_near(rp2, 2, "air", true)
- end
- if a1 and a2 then
- pm.debug_chat('start and end position are both in air')
- local prepath = {table.copy(a1)}
- local postpath = {table.copy(a2)}
- -- Find air directly above ground for the wisp's start position.
- -- This is necessary because the wisp usually flies a little bit above
- -- the ground. Pathfinding will fail if we don't start at ground level.
- while minetest.get_node(vector.add(a1, {x=0, y=-1, z=0})).name == "air" do
- a1.y = a1.y - 1
- table.insert(prepath, table.copy(a1))
- end
- -- Find air directly above ground for the target position.
- local target_y = a2.y
- while minetest.get_node(vector.add(a2, {x=0, y=-1, z=0})).name == "air" do
- a2.y = a2.y - 1
- table.insert(postpath, 1, table.copy(a2))
- end
- -- If this triggers then the target is flying, or hanging over a high ledge.
- if (target_y - a2.y) > 2 then
- end
- -- The shorter the apparent distance between these 2 points, the farther
- -- we can afford to look around.
- local d = vector_distance(a1, a2)
- local r = math_max(10, math_floor(pm.sight_range - d))
- pm.debug_chat("trying to find path")
- self._path = minetest.find_path(a1, a2, r, 1, 1, "A*_noprefetch")
- if not self._path then
- pm.debug_chat('no path found')
- -- If we couldn't find a path to this location, we should remove this
- -- goal. Also set the pathfinder cooldown timer.
- self._goto = nil
- self._failed_pathfind_cooldown = math_random(pm.pf_cooldown_min, pm.pf_cooldown_max)
- else
- if #(self._path) >= 1 then
- pm.debug_chat("got path")
- self._stuck_timer = nil
- pm.debug_chat('welding pre and post paths')
- local path = {}
- for i=1, #prepath, 1 do
- path[#path+1] = prepath[i]
- end
- for i=1, #(self._path), 1 do
- path[#path+1] = self._path[i]
- end
- for i=1, #postpath, 1 do
- path[#path+1] = postpath[i]
- end
- self._path = path
- self._stuck_timer = nil
- -- Debug render path.
- pm.debug_path(self._path)
- -- If start and end points are equal, toss this path out.
- -- Also set the pathfinder cooldown timer.
- if vector.equals(self._path[1], self._path[#(self._path)]) then
- pm.debug_chat('tossing path because start and end are equal')
- self._path = nil
- self._goto = nil
- self._failed_pathfind_cooldown = math_random(pm.pf_cooldown_min, pm.pf_cooldown_max)
- end
- -- If path's start position is too far away, we can't use the path.
- if self._path then
- if vector_distance(self._path[1], pos) > pm.range then
- pm.debug_chat('tossing path because start is too far away')
- self._path = nil
- self._goto = nil
- self._failed_pathfind_cooldown = math_random(pm.pf_cooldown_min, pm.pf_cooldown_max)
- end
- end
- else
- -- Not a real path!
- -- Must have at least one position.
- pm.debug_chat('tossing path because it is bogus')
- self._goto = nil
- self._path = nil
- self._failed_pathfind_cooldown = math_random(pm.pf_cooldown_min, pm.pf_cooldown_max)
- end
- end
- else
- -- One or both positions not accessible (no nearby air).
- -- Thus we must give up this target.
- self._goto = nil
- self._path = nil
- self._failed_pathfind_cooldown = math_random(pm.pf_cooldown_min, pm.pf_cooldown_max)
- end
- end
- end
- end
- -- Follow current path.
- if self._path and #(self._path) > 0 then
- -- For paths of longer than trivial length, try to optimize with LOS.
- -- We can do this because this mob can fly over gaps and such. This also
- -- makes the movement look better.
- if #(self._path) > 5 then
- -- Don't do LOS optimization if the current waypoint is already so marked.
- local p = self._path[2]
- if not p.los then
- while #(self._path) > 1 and minetest.line_of_sight(pos, p) do
- table.remove(self._path, 1)
- p = self._path[2]
- end
- local dir = vector.subtract(self._path[1], pos)
- local dst = vector.length(dir)
- dir = vector.normalize(dir) -- Returns 0,0,0 for zero-length vector.
- -- Assemble a straight-line path.
- local path = {}
- for i=1, dst, 1 do
- path[#path+1] = vector.add(pos, vector.multiply(dir, i))
- path[#path].los = true -- Mark waypoint as a LOS point.
- end
- -- Append the remainder of the real path.
- for i=1, #(self._path), 1 do
- path[#path+1] = self._path[i]
- end
- -- Set new path.
- self._path = path
- self._stuck_timer = nil
- -- Debug render path.
- pm.debug_path(self._path)
- end
- end
- pm.debug_chat('following path')
- local waypoint = self._path[1]
- local waynode = minetest.get_node(waypoint)
- -- Check if path runs through an obstruction.
- -- Nodes must be 'air' or non-walkable (like plants).
- local obstructed = false
- if waynode.name ~= "air" then
- local ndef = minetest.registered_nodes[waynode.name]
- if not ndef or ndef.walkable then
- obstructed = true
- end
- end
- if not obstructed then
- if self._path_is_los or waypoint.los then
- -- Follow line-of-sight paths directly.
- --self.object:move_to(waypoint, true)
- --table.remove(self._path, 1)
- -- Smooth movement.
- local dir = vector.subtract(waypoint, pos)
- if vector.length(dir) > 0.4 then
- dir = vector.normalize(dir)
- dir = vector.multiply(dir, pm.get_wanted_velocity(self))
- self.object:set_velocity(dir)
- end
- else
- -- Cause entity to float 1.5 meters above ground when following path,
- -- if there's enough head room. But not for the last waypoint in the path.
- waypoint.y = waypoint.y + 1
- local n = minetest.get_node(waypoint)
- if n.name == "air" and #(self._path) > 1 then
- waypoint.y = waypoint.y - 0.5
- --self.object:move_to(waypoint, true)
- --table.remove(self._path, 1)
- -- Smooth movement.
- local dir = vector.subtract(waypoint, pos)
- if vector.length(dir) > 0.4 then
- dir = vector.normalize(dir)
- dir = vector.multiply(dir, pm.get_wanted_velocity(self))
- self.object:set_velocity(dir)
- end
- else
- waypoint.y = waypoint.y - 1
- --self.object:move_to(waypoint, true)
- --table.remove(self._path, 1)
- -- Smooth movement.
- local dir = vector.subtract(waypoint, pos)
- if vector.length(dir) > 0.4 then
- dir = vector.normalize(dir)
- dir = vector.multiply(dir, pm.get_wanted_velocity(self))
- self.object:set_velocity(dir)
- end
- end
- end
- else
- -- Path obstructed. Need new path, this one is bad.
- pm.debug_chat('path obstructed: ' .. waynode.name)
- self._path = nil
- self._path_is_los = nil
- self._goto = nil
- self.object:set_velocity({x=0, y=0, z=0})
- end
- end
- -- Dynamic targets can move while we're trying to path to them.
- -- Update path as long as we have LOS to the target.
- if self._target and self._path and self._goto then
- local target_pos = self._target:get_pos()
- if target_pos then
- if #(self._path) > 0 then
- local end_path = self._path[#(self._path)]
- if vector_distance(target_pos, end_path) > 3 then
- local los, obstruction = minetest.line_of_sight(vector_round(pos), vector_round(target_pos))
- if los then
- pm.debug_chat('target moved, repathing via LOS')
- self._goto = vector_round(target_pos)
- local dir = vector.subtract(self._goto, vector_round(pos))
- local dst = vector.length(dir)
- dir = vector.normalize(dir) -- Returns 0,0,0 for zero-length vector.
- -- Assemble a straight-line path.
- local path = {}
- for i=1, dst, 1 do
- path[#path+1] = vector.add(pos, vector.multiply(dir, i))
- end
- if #path > 0 then
- self._path = path
- self._path_is_los = true
- self._stuck_timer = nil
- end
- end
- end
- end
- end
- end
- -- Remove target waypoint once we're close enough to it.
- -- Only if done following path.
- if self._goto and not self._path then
- pm.debug_chat('distance to goal: ' .. vector_distance(self._goto, pos))
- pm.debug_goal(self._goto)
- if vector_distance(self._goto, pos) < pm.range then
- pm.debug_chat('reached goal')
- --self.object:move_to(self._goto, true)
- -- Have we arrived at the target (if we did indeed have a target)?
- if self._target then
- local s = self._target:get_pos()
- if s then
- s = vector_round(s)
- s.y = s.y + 1 -- For entities, we seek above them, not at their feet.
- if vector_distance(pos, s) < pm.range then
- pm.debug_chat('reached dynamic target')
- -- We have reached our moveable target.
- -- We can clear this and set a timer to delay acquiring the next target.
- self._on_arrival(self, self._goto, self._target)
- self._goto = nil
- self._target = nil
- self._acquire_target_cooldown = math_random(pm.aq_cooldown_min, pm.aq_cooldown_max)
- else
- -- Our moveable target has moved. We must move toward it again.
- -- Do so right away, without delay.
- pm.debug_chat('target has moved, reacquiring')
- self._goto = s
- self._acquire_target_cooldown = nil
- self._failed_pathfind_cooldown = nil
- end
- else
- -- Moving target no longer available. We must clear this.
- self._target = nil
- self._goto = nil
- end
- else
- pm.debug_chat('reached static target')
- self._on_arrival(self, self._goto, nil)
- -- No moving target, so we can clear this.
- self._goto = nil
- self._acquire_target_cooldown = math_random(pm.aq_cooldown_min, pm.aq_cooldown_max)
- end
- end
- end
- -- Drift behavior, as long as we don't have a target to go to.
- if not self._wander_cooldown then
- if not self._goto then
- local dir = {
- x = math_random(-1, 1)/10,
- y = math_random(-1, 1)/10,
- z = math_random(-1, 1)/10
- }
- self.object:set_velocity(dir)
- self._wander_cooldown = math_random(1, 5)
- end
- end
- end
- function pm.follower_on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
- local pos = self.object:get_pos()
- pm.death_particle_effect(pos)
- minetest.add_item(pos, "glowstone:glowing_dust " .. math_random(1, 3))
- self._mkrm = true
- end
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