further movement tweaks
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@ -754,8 +754,8 @@ function mob_class:go_to_pos(b)
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if not self then return end
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if not self then return end
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if not b 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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local s = self.object:get_pos()
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if vector.distance(b,s) < 1 then return true end
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if vector.distance(b,s) < .5 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:turn_in_direction(b.x - s.x, b.z - s.z, 2)
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self:set_velocity(self.follow_velocity)
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self:set_velocity(self.follow_velocity)
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self:set_animation("walk")
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self:set_animation("walk")
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end
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end
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@ -863,8 +863,8 @@ function mob_class:do_states_walk()
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or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then
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or not self.fly and (self:is_node_dangerous(self.standing_on) or self:is_node_waterhazard(self.standing_on)) then
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-- Better way to find shore - copied from upstream
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-- Better way to find shore - copied from upstream
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local lp = minetest.find_nodes_in_area_under_air(
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local lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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vector.new(s.x - 5, s.y - 0.5, s.z - 5),
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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vector.new(s.x + 5, s.y + 1, s.z + 5),
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{"group:solid"})
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{"group:solid"})
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-- TODO: use node with smallest change in yaw?
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-- TODO: use node with smallest change in yaw?
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@ -882,7 +882,8 @@ function mob_class:do_states_walk()
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end
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end
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end
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end
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-- stop at fences or randomly
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-- stop at fences or randomly
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if self.facing_fence == true or random() <= 0.3 then
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-- fences break villager pathfinding! if self.facing_fence == true or random() <= 0.3 then
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if random() <= 0.3 then
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self:stand()
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self:stand()
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return
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return
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end
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end
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@ -907,17 +908,22 @@ function mob_class:do_states_walk()
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self:turn_by(TWOPI * (random() - 0.5), 6)
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self:turn_by(TWOPI * (random() - 0.5), 6)
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-- otherwise randomly turn
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-- otherwise randomly turn
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elseif random() <= 0.3 then
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elseif random() <= 0.3 then
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local home = self._home or self._bed
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if home and random() < 0.3 then
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self:turn_in_direction(home.x - s.x, home.z - s.z, 8)
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else
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self:turn_by(PIHALF * (random() - 0.5), 10)
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self:turn_by(PIHALF * (random() - 0.5), 10)
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end
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end
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end
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self:set_velocity(self.walk_velocity)
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self:set_velocity(self.walk_velocity)
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self:animate_walk_or_fly()
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self:animate_walk_or_fly()
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end
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end
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function mob_class:do_states_stand(player_in_active_range)
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function mob_class:do_states_stand(player_in_active_range)
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if random() < 0.25 then
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if random() < 0.25 then
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local s = self.object:get_pos()
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local lp
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local lp
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if player_in_active_range and self.look_at_players then
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if player_in_active_range and self.look_at_players then
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local s = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(s, 3)
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local objs = minetest.get_objects_inside_radius(s, 3)
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for n = 1, #objs do
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for n = 1, #objs do
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if objs[n]:is_player() then
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if objs[n]:is_player() then
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@ -929,10 +935,15 @@ function mob_class:do_states_stand(player_in_active_range)
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-- look at any players nearby, otherwise turn randomly
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-- look at any players nearby, otherwise turn randomly
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if lp then
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if lp then
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self:turn_in_direction(lp.x - s.x, lp.z - s.z, 10)
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self:turn_in_direction(lp.x - s.x, lp.z - s.z, 10)
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else
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local home = self._home or self._bed
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if home and random() < 0.3 then
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self:turn_in_direction(home.x - s.x, home.z - s.z, 8)
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else
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else
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self:turn_by(PIHALF * (random() - 0.5), 10)
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self:turn_by(PIHALF * (random() - 0.5), 10)
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end
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end
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end
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end
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end
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if self.order == "sit" then
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if self.order == "sit" then
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self:set_animation("sit")
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self:set_animation("sit")
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self:set_velocity(0)
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self:set_velocity(0)
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@ -373,6 +373,16 @@ function mob_class:check_gowp(dtime)
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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 = (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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--distance_to_current_target = vector.distance(p,self.current_target["pos"])
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end
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end
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-- also check next target, maybe we were too fast
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local next_target = #self.waypoints > 0 and self.waypoints[1]
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if next_target and next_target["pos"] and distance_to_current_target < 2 then
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local dx, dy, dz = next_target["pos"].x-p.x, next_target["pos"].y-p.y, next_target["pos"].z-p.z
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local distance_to_next_target = (dx*dx+dy*dy*0.25+dz*dz)^0.5 -- reduced weight on y
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if distance_to_next_target < distance_to_current_target then
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self.current_target = table.remove(self.waypoints, 1) -- pop waypoint already
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distance_to_current_target = distance_to_next_target
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end
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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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-- 0.6 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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-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
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@ -411,6 +421,7 @@ function mob_class:check_gowp(dtime)
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--mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: ".. distance_to_current_target)
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--mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: ".. distance_to_current_target)
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self:go_to_pos(self.current_target["pos"])
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self:go_to_pos(self.current_target["pos"])
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self:turn_by(2 * (math.random() - 0.5), 2) -- but try turning left or right
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-- Do i just delete current_target, and return so we can find final path.
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-- Do i just delete current_target, and return so we can find final path.
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else
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else
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-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
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-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
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@ -271,6 +271,7 @@ function mob_class:turn_by(angle, delay, dtime)
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end
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end
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-- Turn into a direction (e.g., to the player, or away)
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-- Turn into a direction (e.g., to the player, or away)
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function mob_class:turn_in_direction(dx, dz, delay, dtime)
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function mob_class:turn_in_direction(dx, dz, delay, dtime)
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if math.abs(dx) == 0 and math.abs(dz) == 0 then return self.object:get_yaw() + self.rotate end
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return self:set_yaw(-atan2(dx, dz) - self.rotate, delay, dtime)
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return self:set_yaw(-atan2(dx, dz) - self.rotate, delay, dtime)
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end
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end
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-- set and return valid yaw
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-- set and return valid yaw
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