More cleanup and improvements to movement code

This commit is contained in:
kno10 2024-07-05 17:48:05 +02:00
parent 3774f7f4ff
commit 40a0576731
3 changed files with 121 additions and 141 deletions

View File

@ -291,10 +291,10 @@ function mob_class:mob_activate(staticdata, def, dtime)
end
self.object:set_properties(self)
self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
self:set_yaw(math.random() * math.pi * 2, 6)
self:update_tag()
self._current_animation = nil
self:set_animation( "stand")
self:set_animation("stand")
if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.

View File

@ -11,8 +11,15 @@ 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 atan2 = math.atan2
local abs = math.abs
local PI = math.pi
local TWOPI = 2 * math.pi
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
@ -204,15 +211,15 @@ function mob_class:can_jump_cliff()
local pos = self.object:get_pos()
local v = self.object:get_velocity()
local v2 = math.abs(v.x)+math.abs(v.z)*.833
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 = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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
--is there nothing under the block in front? if so jump the gap.
local nodLow = node_ok({
@ -266,8 +273,8 @@ function mob_class:is_at_cliff_or_danger()
return false
end
local yaw = self.object:get_yaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.25)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -277,17 +284,21 @@ function mob_class:is_at_cliff_or_danger()
vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
if free_fall then
if math.random() < 0.98 then -- sometimes mobs make mistakes
return true
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
-- minetest.log(self.name.." takes a leap of faith.")
return false
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 math.random() < (self.jump_height or 4) / 4 / height / height then
--minetest.log(self.name.." avoiding drop of "..height.." chance "..((self.jump_height or 4) / 4 / height / height))
return
if self.runaway_timer == 0 and height > 1.25 and random() < (self.jump_height or 4) / 4 / height / height then
if logging then
minetest.log("action", "[mcl_mobs] "..self.name.." avoiding drop of "..height) --.." chance "..((self.jump_height or 4) / 4 / height / height))
end
return "drop of "..tostring(height)
end
local bnode = minetest.get_node(blocker)
-- minetest.log("At cliff: " .. self.name .. " below " .. bnode.name)
@ -321,8 +332,8 @@ function mob_class:is_at_water_danger()
return false
end
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.25)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.25)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.25)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.25)
local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -333,12 +344,10 @@ function mob_class:is_at_water_danger()
if not los then
local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name)
if waterdanger and not in_water_danger then
return true
if waterdanger then
return bnode.name
end
end
return false
end
@ -352,20 +361,20 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
return
end
if self:is_at_water_danger() then
--[[if self:is_at_water_danger() then
--minetest.log("At water danger for mob, stop?: " .. self.name)
if math.random() <= 0.8 then
if random() <= 0.8 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 = yaw + math.random(-0.5, 0.5)
yaw = yaw + random() -0.5
self:set_yaw(yaw, 8)
return
end
end
end]]
--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
if self.state ~= "stand" then
@ -374,7 +383,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
self:set_animation( "stand")
end
local yaw = self.object:get_yaw() or 0
self:set_yaw( yaw + 0.78, 8)
yaw = self:set_yaw(yaw + 0.78, 8)
end--]]
end
@ -409,7 +418,7 @@ function mob_class:do_jump()
end
local v = self.object:get_velocity()
local v2 = math.abs(v.x)+math.abs(v.z)*.833
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
@ -418,8 +427,8 @@ function mob_class:do_jump()
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
-- where is front
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
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
-- what is in front of mob?
nod = node_ok({
@ -487,17 +496,11 @@ function mob_class:do_jump()
end
-- if we jumped against a block/wall 4 times then turn
if self.object:get_velocity().x ~= 0
and self.object:get_velocity().z ~= 0 then
if self.object:get_velocity().x ~= 0 and self.object:get_velocity().z ~= 0 then
self.jump_count = (self.jump_count or 0) + 1
if self.jump_count == 4 then
local yaw = self.object:get_yaw() or 0
self:set_yaw( yaw + 1.35, 8)
yaw = self:set_yaw( yaw + 1.35, 8)
self.jump_count = 0
end
end
@ -526,9 +529,7 @@ function mob_class:follow_holding(clicker)
-- multiple items
elseif t == "table" then
for no = 1, #self.follow do
if self.follow[no] == item:get_name() then
return true
end
@ -541,21 +542,18 @@ 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 == true
or self.object:get_velocity().y ~= 0
or math.random(1, self.replace_rate) > 1 then
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 = math.random(#self.replace_what)
local num = random(#self.replace_what)
what = self.replace_what[num][1] or ""
with = self.replace_what[num][2] or ""
@ -676,8 +674,8 @@ function mob_class:check_runaway_from()
if min_player then
local lp = player:get_pos()
local yaw = atan2(s.x - lp.x, s.z - lp.z) - self.rotate -- away from player
self:set_yaw( yaw, 4)
local yaw = -atan2(s.x - lp.x, s.z - lp.z) - self.rotate -- away from player
self:set_yaw(yaw, 4)
self.state = "runaway"
self.runaway_timer = 3
self.following = nil
@ -729,15 +727,13 @@ function mob_class:check_follow()
end
if p then
local dist = vector.distance(p, s)
if (not self:object_in_range(self.following)) then
self.following = nil
else
local yaw = atan2(p.x - s.x, p.z - s.z) - self.rotate
self:set_yaw(yaw, 2.35)
self:set_yaw(-atan2(p.x - s.x, p.z - s.z) - self.rotate, 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
@ -769,9 +765,9 @@ function mob_class:flop()
if self.object:get_velocity().y < 0.1 then
self:mob_sound("flop")
self.object:set_velocity({
x = (math.random()-0.5) * 2 * FLOP_HOR_SPEED,
x = (random() * 2 - 1) * FLOP_HOR_SPEED,
y = FLOP_HEIGHT,
z = (math.random()-0.5) * 2 * FLOP_HOR_SPEED,
z = (random() * 2 - 1) * FLOP_HOR_SPEED,
})
end
end
@ -796,8 +792,7 @@ function mob_class:go_to_pos(b)
--self:set_velocity(0)
return true
end
local yaw = atan2(b.x - s.x, b.z - s.z) - self.rotate
self.object:set_yaw(yaw)
self.object:set_yaw(-atan2(b.x - s.x, b.z - s.z) - self.rotate)
self:set_velocity(self.follow_velocity)
self:set_animation("walk")
end
@ -838,11 +833,20 @@ function mob_class:teleport(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()
local lp = nil
-- is there something I need to avoid?
if (self.water_damage > 0
@ -872,7 +876,7 @@ function mob_class:do_states_walk()
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math.random(#lp)]
lp = #lp > 0 and lp[random(#lp)]
-- did we find land?
if lp then
-- minetest.log(self.name .. " heading to land ".. tostring(minetest.get_node(lp).name or nil))
@ -886,50 +890,61 @@ function mob_class:do_states_walk()
-- A danger is near but mob is not inside
else
-- Randomly turn
if math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
if random(1, 100) <= 30 then
yaw = yaw + random() - 0.5
self:set_yaw(yaw, 8)
end
end
-- otherwise randomly turn
elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random() - 0.5
yaw = self:set_yaw(yaw, 8)
end
-- stand for great fall or danger or fence in front
local cliff_or_danger = is_in_danger or self:is_at_cliff_or_danger()
if self.facing_fence == true
or cliff_or_danger
or math.random(1, 100) <= 30 then
-- if cliff_or_danger then
-- minetest.log(self.name .. " turning away from danger "..tostring(self:is_at_cliff_or_danger() or "nil"))
-- end
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + 0.78
self:set_yaw( yaw, 8)
else
self:set_velocity(self.walk_velocity)
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")
self:set_animation("stand")
yaw = self:set_yaw(yaw + 0.78 * (random(0,2) - 1), 8)
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()))
end
end
-- 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(
{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"})
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:set_yaw(-atan2(lp.x - s.x, lp.z - s.z) - self.rotate, 6)
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()
end
end
function mob_class:do_states_stand(player_in_active_range)
local yaw = self.object:get_yaw() or 0
if math.random(1, 4) == 1 then
if random() < 0.25 then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
@ -943,12 +958,12 @@ function mob_class:do_states_stand(player_in_active_range)
-- look at any players nearby, otherwise turn randomly
if lp and self.look_at_players then
yaw = atan2(lp.x - s.x, lp.z - s.z) - self.rotate
yaw = -atan2(lp.x - s.x, lp.z - s.z) - self.rotate
else
yaw = yaw + math.random() - 0.5
yaw = yaw + random() - 0.5
end
self:set_yaw( yaw, 8)
yaw = self:set_yaw( yaw, 8)
end
if self.order == "sit" then
self:set_animation( "sit")
@ -965,7 +980,7 @@ 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 math.random(1, 100) <= self.walk_chance
and random(1, 100) <= self.walk_chance
and not self:is_at_cliff_or_danger() then
self:set_velocity(self.walk_velocity)
@ -987,8 +1002,8 @@ function mob_class:do_states_runaway()
self.runaway_timer = 0
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
self:set_yaw( yaw + 0.78, 8)
self:set_animation("stand")
yaw = self:set_yaw(yaw + 0.78, 8)
else
self:set_velocity( self.run_velocity)
self:set_animation( "run")
@ -996,54 +1011,32 @@ function mob_class:do_states_runaway()
end
function mob_class:check_smooth_rotation(dtime)
-- smooth rotation by ThomasMonroe314
-- improved smooth rotation
if self._turn_to then
self:set_yaw( self._turn_to, .1)
self:set_yaw(self._turn_to, .1)
end
if self.delay and self.delay > 0 then
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 self.delay == 1 then
yaw = self.target_yaw
if delay == 1 then
yaw = target_yaw
else
local dif = math.abs(yaw - self.target_yaw)
if yaw > self.target_yaw then
if dif > math.pi then
dif = 2 * math.pi - dif -- need to add
yaw = yaw + dif / self.delay
else
yaw = yaw - dif / self.delay -- need to subtract
local dif = (target_yaw - yaw) % TWOPI
if target_yaw > PI then
target_yaw = target_yaw - TWOPI
end
yaw = (yaw + dif / delay) % TWOPI
end
elseif yaw < self.target_yaw then
if dif >math.pi then
dif = 2 * math.pi - dif
yaw = yaw - dif / self.delay -- need to subtract
else
yaw = yaw + dif / self.delay -- need to add
end
end
if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end
if yaw < 0 then yaw = yaw + (math.pi * 2) end
end
self.delay = self.delay - 1
self.delay = delay - 1
if self.shaking then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
yaw = yaw + (random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw)
--self:update_roll()
end
-- end rotation
end

View File

@ -6,6 +6,7 @@ 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 PATHFINDING = "gowp"
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
@ -317,21 +318,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
self._turn_to = yaw
end
--mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw)))
--mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw())))
--clamp our yaw to a 360 range
if math.deg(self.object:get_yaw()) > 360 then
self.object:set_yaw(math.rad(0))
elseif math.deg(self.object:get_yaw()) < 0 then
self.object:set_yaw(math.rad(360))
end
if math.deg(yaw) > 360 then
yaw=math.rad(math.deg(yaw)%360)
elseif math.deg(yaw) < 0 then
yaw=math.rad(((360*5)-math.deg(yaw))%360)
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)