MineClone2/mods/ENTITIES/mcl_mobs/movement.lua

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2022-11-10 16:28:51 +02:00
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
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local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
-- Returns true is node can deal damage to self
function mob_class:is_node_dangerous(nodename)
local nn = nodename
if self.lava_damage > 0 then
if minetest.get_item_group(nn, "lava") ~= 0 then
return true
end
end
if self.fire_damage > 0 then
if minetest.get_item_group(nn, "fire") ~= 0 then
return true
end
end
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then
return true
end
return false
end
-- Returns true if node is a water hazard
function mob_class:is_node_waterhazard(nodename)
local nn = nodename
if self.water_damage > 0 then
if minetest.get_item_group(nn, "water") ~= 0 then
return true
end
end
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then
if self.breath_max ~= -1 then
-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then
return true
end
end
end
return false
end
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-- 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 = {x = pos1.x, y = pos1.y, z = pos1.z}
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 -- Reached the target
end
-- 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
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function mob_class:can_jump_cliff()
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
local v = self.object:get_velocity()
local v2 = math.abs(v.x)+math.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
--is there nothing under the block in front? if so jump the gap.
local nodLow = node_ok({
x = pos.x + dir_x-0.6,
y = pos.y - 0.5,
z = pos.z + dir_z-0.6
}, "air")
local nodFar = node_ok({
x = pos.x + dir_x*2,
y = pos.y - 0.5,
z = pos.z + dir_z*2
}, "air")
local nodFar2 = node_ok({
x = pos.x + dir_x*2.5,
y = pos.y - 0.5,
z = pos.z + dir_z*2.5
}, "air")
if minetest.registered_nodes[nodLow.name]
and minetest.registered_nodes[nodLow.name].walkable ~= true
and (minetest.registered_nodes[nodFar.name]
and minetest.registered_nodes[nodFar.name].walkable == true
or minetest.registered_nodes[nodFar2.name]
and minetest.registered_nodes[nodFar2.name].walkable == true)
then
--disable fear heigh while we make our jump
self._jumping_cliff = true
minetest.after(1, function()
if self and self.object then
self._jumping_cliff = false
end
end)
return true
else
return false
end
end
-- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger()
if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false
end
local yaw = self.object:get_yaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
if free_fall then
return true
else
local bnode = minetest.get_node(blocker)
local danger = self:is_node_dangerous(bnode.name)
if danger then
return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end
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 not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then
return false
end
local yaw = self.object:get_yaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
if free_fall then
return true
else
local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name)
if
waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then
return false
elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end
end
return false
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.child and self.type ~= "monster")
or self.order == "stand" then
return false
end
self.facing_fence = 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 yaw = self.object:get_yaw()
-- what is mob standing on?
pos.y = pos.y + self.collisionbox[2] - 0.2
local nod = node_ok(pos)
if minetest.registered_nodes[nod.name].walkable == false then
return false
end
local v = self.object:get_velocity()
local v2 = math.abs(v.x)+math.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
-- what is in front of mob?
nod = node_ok({
x = pos.x + dir_x,
y = pos.y + 0.5,
z = pos.z + dir_z
})
-- 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 nodTop = node_ok({
x = pos.x + dir_x,
y = pos.y + 1.5,
z = pos.z + dir_z
}, "air")
-- we don't attempt to jump if there's a stack of blocks blocking
if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
return false
end
-- thin blocks that do not need to be jumped
if nod.name == node_snow then
return false
end
local ndef = minetest.registered_nodes[nod.name]
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
if minetest.get_item_group(nod.name, "fence") == 0
and minetest.get_item_group(nod.name, "fence_gate") == 0
and minetest.get_item_group(nod.name, "wall") == 0 then
local v = self.object:get_velocity()
v.y = self.jump_height + 0.1 * 3
if self:can_jump_cliff() then
v=vector.multiply(v, vector.new(2.8,1,2.8))
end
self:set_animation( "jump") -- only when defined
self.object:set_velocity(v)
-- when in air move forward
minetest.after(0.3, function(self, v)
if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
return
end
self.object:set_acceleration({
x = v.x * 2,
y = DEFAULT_FALL_SPEED,
z = v.z * 2,
})
end, self, v)
if self.jump_sound_cooloff <= 0 then
self:mob_sound("jump")
self.jump_sound_cooloff = 0.5
end
else
self.facing_fence = true
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
self.jump_count = (self.jump_count or 0) + 1
if self.jump_count == 4 then
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 1.35, 8)
self.jump_count = 0
end
end
return true
end
return false
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(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
return
end
local what, with, y_offset
if type(self.replace_what[1]) == "table" then
local num = math.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
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.set_node(pos, newnode)
end
end
end
end
-- specific runaway
local specific_runaway = function(list, what)
if type(list) ~= "table" then
list = {}
end
-- no list so do not run
if list == nil then
return false
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
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
dist = vector.distance(p, s)
-- choose closest player/mpb to runaway from
if dist < min_dist
and self:line_of_sight(sp, p, 2) == true then
min_dist = dist
min_player = player
end
end
end
if min_player then
local lp = player:get_pos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
yaw = self:set_yaw( yaw, 4)
self.state = "runaway"
self.runaway_timer = 3
self.following = nil
end
end
-- follow player if owner or holding item, if fish outta water then flop
function mob_class:follow_flop()
-- 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
-- npc stop following player if not owner
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
if self.following:is_player() then
p = self.following:get_pos()
elseif self.following.object then
p = self.following.object:get_pos()
end
if p then
local dist = vector.distance(p, s)
-- dont follow if out of range
if (not self:object_in_range(self.following)) then
self.following = nil
else
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
self:set_yaw( yaw, 2.35)
-- anyone but standing npc's can move along
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
-- 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({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
local p = self.object:get_pos()
local sdef = minetest.registered_nodes[node_ok(vector.add(p, vector.new(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({
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT,
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
})
end
end
self:set_animation( "stand", true)
return
elseif self.state == "flop" then
self.state = "stand"
self.object:set_acceleration({x = 0, y = 0, z = 0})
self:set_velocity(0)
end
end
end
function mob_class:go_to_pos(b)
if not self then return end
local s=self.object:get_pos()
if not b then
--self.state = "stand"
return end
if vector.distance(b,s) < 1 then
--self:set_velocity(0)
return true
end
local v = { x = b.x - s.x, z = b.z - s.z }
local yaw = (atann(v.z / v.x) +math.pi/ 2) - self.rotate
if b.x > s.x then yaw = yaw +math.pi end
self.object:set_yaw(yaw)
self:set_velocity(self.follow_velocity)
self:set_animation("walk")
end
local check_herd_timer = 0
function mob_class:check_herd(dtime)
local pos = self.object:get_pos()
if not pos then return end
check_herd_timer = check_herd_timer + dtime
if check_herd_timer < 4 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()
local p,y
if l and l.is_mob and l.name == self.name then
if self.horny and l.horny then
p = l.object:get_pos()
else
y = o:get_yaw()
end
if p then
go_to_pos(self,p)
elseif y then
self:set_yaw(y)
end
end
end
end
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function mob_class:teleport(target)
if self.do_teleport then
if self.do_teleport(self, target) == false then
return
end
end
end