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local math , vector , minetest , mcl_mobs = math , vector , minetest , mcl_mobs
local mob_class = mcl_mobs.mob_class
local LOGGING_ON = minetest.settings : get_bool ( " mcl_logging_mobs_villager " , false )
local LOG_MODULE = " [Mobs] "
local function mcl_log ( message )
if LOGGING_ON and message then
minetest.log ( LOG_MODULE .. " " .. message )
end
end
function output_table ( wp )
if not wp then return end
mcl_log ( " wp items: " .. tostring ( # wp ) )
for a , b in pairs ( wp ) do
mcl_log ( a .. " : " .. tostring ( b ) )
end
end
function append_paths ( wp1 , wp2 )
mcl_log ( " Start append " )
if not wp1 or not wp2 then
mcl_log ( " Cannot append wp's " )
return
end
output_table ( wp1 )
output_table ( wp2 )
for _ , a in pairs ( wp2 ) do
table.insert ( wp1 , a )
end
mcl_log ( " End append " )
end
local function output_enriched ( wp_out )
mcl_log ( " Output enriched path " )
local i = 0
for _ , outy in pairs ( wp_out ) do
i = i + 1
mcl_log ( " Pos " .. i .. " : " .. minetest.pos_to_string ( outy [ " pos " ] ) )
local action = outy [ " action " ]
if action then
mcl_log ( " type: " .. action [ " type " ] )
mcl_log ( " action: " .. action [ " action " ] )
mcl_log ( " target: " .. minetest.pos_to_string ( action [ " target " ] ) )
end
mcl_log ( " failed attempts: " .. outy [ " failed_attempts " ] )
end
end
-- This function will take a list of paths, and enrich it with:
-- a var for failed attempts
-- an action, such as to open or close a door where we know that pos requires that action
local function generate_enriched_path ( wp_in , door_open_pos , door_close_pos , cur_door_pos )
local wp_out = { }
for i , cur_pos in pairs ( wp_in ) do
local action = nil
local one_down = vector.new ( 0 , - 1 , 0 )
local cur_pos_to_add = vector.add ( cur_pos , one_down )
if door_open_pos and vector.equals ( cur_pos , door_open_pos ) then
mcl_log ( " Door open match " )
--action = {type = "door", action = "open"}
action = { }
action [ " type " ] = " door "
action [ " action " ] = " open "
action [ " target " ] = cur_door_pos
cur_pos_to_add = vector.add ( cur_pos , one_down )
elseif door_close_pos and vector.equals ( cur_pos , door_close_pos ) then
mcl_log ( " Door close match " )
--action = {type = "door", action = "closed"}
action = { }
action [ " type " ] = " door "
action [ " action " ] = " close "
action [ " target " ] = cur_door_pos
cur_pos_to_add = vector.add ( cur_pos , one_down )
elseif cur_door_pos and vector.equals ( cur_pos , cur_door_pos ) then
mcl_log ( " Current door pos " )
cur_pos_to_add = vector.add ( cur_pos , one_down )
action = { }
action [ " type " ] = " door "
action [ " action " ] = " open "
action [ " target " ] = cur_door_pos
else
cur_pos_to_add = cur_pos
--mcl_log ("Pos doesn't match")
end
wp_out [ i ] = { }
wp_out [ i ] [ " pos " ] = cur_pos_to_add
wp_out [ i ] [ " failed_attempts " ] = 0
wp_out [ i ] [ " action " ] = action
--wp_out[i] = {"pos" = cur_pos, "failed_attempts" = 0, "action" = action}
--output_pos(cur_pos, i)
end
output_enriched ( wp_out )
return wp_out
end
local plane_adjacents = {
vector.new ( 1 , 0 , 0 ) ,
vector.new ( - 1 , 0 , 0 ) ,
vector.new ( 0 , 0 , 1 ) ,
vector.new ( 0 , 0 , - 1 ) ,
}
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door ( p , t , target )
-- target is the same as t, just 1 square difference. Maybe we don't need target
mcl_log ( " Plot route from mob: " .. minetest.pos_to_string ( p ) .. " , to target: " .. minetest.pos_to_string ( t ) )
local enriched_path = nil
local cur_door_pos = nil
local pos_closest_to_door = nil
local other_side_of_door = nil
--Path to door first
local wp = minetest.find_path ( p , t , 150 , 1 , 4 )
if not wp then
mcl_log ( " No direct path. Path through door " )
-- This could improve. There could be multiple doors. Check you can path from door to target first.
local cur_door_pos = minetest.find_node_near ( target , 16 , { " group:door " } )
if cur_door_pos then
mcl_log ( " Found a door near: " .. minetest.pos_to_string ( cur_door_pos ) )
for _ , v in pairs ( plane_adjacents ) do
pos_closest_to_door = vector.add ( cur_door_pos , v )
local n = minetest.get_node ( pos_closest_to_door )
if n.name == " air " then
wp = minetest.find_path ( p , pos_closest_to_door , 150 , 1 , 4 )
if wp then
mcl_log ( " Found a path to next to door " .. minetest.pos_to_string ( pos_closest_to_door ) )
other_side_of_door = vector.add ( cur_door_pos , - v )
mcl_log ( " Opposite is: " .. minetest.pos_to_string ( other_side_of_door ) )
local wp_otherside_door_to_target = minetest.find_path ( other_side_of_door , t , 150 , 1 , 4 )
if wp_otherside_door_to_target and # wp_otherside_door_to_target > 0 then
table.insert ( wp , cur_door_pos )
append_paths ( wp , wp_otherside_door_to_target )
enriched_path = generate_enriched_path ( wp , pos_closest_to_door , other_side_of_door , cur_door_pos )
mcl_log ( " We have a path from outside door to target " )
else
mcl_log ( " We cannot path from outside door to target " )
end
break
else
mcl_log ( " This block next to door doesn't work. " )
end
else
mcl_log ( " Block is not air, it is: " .. n.name )
end
end
else
mcl_log ( " No door found " )
end
else
mcl_log ( " We have a direct route " )
end
if wp and not enriched_path then
enriched_path = generate_enriched_path ( wp )
end
return enriched_path
end
local gopath_last = os.time ( )
function mob_class : gopath ( target , callback_arrived )
if self.state == PATHFINDING then mcl_log ( " Already pathfinding, don't set another until done. " ) return end
if self._pf_last_failed and ( os.time ( ) - self._pf_last_failed ) < 30 then
mcl_log ( " We are not ready to path as last fail is less than threshold: " .. ( os.time ( ) - self._pf_last_failed ) )
return
else
mcl_log ( " We are ready to pathfind, no previous fail or we are past threshold " )
end
--if os.time() - gopath_last < 5 then
-- mcl_log("Not ready to path yet")
-- return
--end
--gopath_last = os.time()
self.order = nil
local p = self.object : get_pos ( )
local t = vector.offset ( target , 0 , 1 , 0 )
local wp = calculate_path_through_door ( p , t , target )
if not wp then
mcl_log ( " Could not calculate path " )
self._pf_last_failed = os.time ( )
-- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
end
--output_table(wp)
if wp and # wp > 0 then
self._target = t
self.callback_arrived = callback_arrived
local current_location = table.remove ( wp , 1 )
if current_location and current_location [ " pos " ] then
mcl_log ( " Removing first co-ord? " .. tostring ( current_location [ " pos " ] ) )
else
mcl_log ( " Nil pos " )
end
self.current_target = current_location
self.waypoints = wp
self.state = PATHFINDING
return true
else
self.state = " walk "
self.waypoints = nil
self.current_target = nil
-- minetest.log("no path found")
end
end
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function mob_class : interact_with_door ( action , target )
local p = self.object : get_pos ( )
--local t = minetest.get_timeofday()
--local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"})
--for _,d in pairs(dd) do
if target then
mcl_log ( " Door target is: " .. minetest.pos_to_string ( target ) )
local n = minetest.get_node ( target )
if n.name : find ( " _b_ " ) or n.name : find ( " _t_ " ) then
mcl_log ( " Door " )
local def = minetest.registered_nodes [ n.name ]
local closed = n.name : find ( " _b_1 " ) or n.name : find ( " _t_1 " )
--if self.state == PATHFINDING then
if closed and action == " open " and def.on_rightclick then
mcl_log ( " Open door " )
def.on_rightclick ( target , n , self )
end
if not closed and action == " close " and def.on_rightclick then
mcl_log ( " Close door " )
def.on_rightclick ( target , n , self )
end
--else
else
mcl_log ( " Not door " )
end
else
mcl_log ( " no target. cannot try and open or close door " )
end
--end
end
function mob_class : do_pathfind_action ( action )
if action then
mcl_log ( " Action present " )
local type = action [ " type " ]
local action_val = action [ " action " ]
local target = action [ " target " ]
if target then
mcl_log ( " Target: " .. minetest.pos_to_string ( target ) )
end
if type and type == " door " then
mcl_log ( " Type is door " )
self : interact_with_door ( action_val , target )
end
end
end
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local gowp_etime = 0
function mob_class : check_gowp ( dtime )
gowp_etime = gowp_etime + dtime
-- 0.1 is optimal.
--less frequently = villager will get sent back after passing a point.
--more frequently = villager will fail points they shouldn't they just didn't get there yet
--if gowp_etime < 0.05 then return end
--gowp_etime = 0
local p = self.object : get_pos ( )
-- no destination
if not p or not self._target then
mcl_log ( " p: " .. tostring ( p ) )
mcl_log ( " self._target: " .. tostring ( self._target ) )
return
end
-- arrived at location, finish gowp
local distance_to_targ = vector.distance ( p , self._target )
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
if distance_to_targ < 2 then
mcl_log ( " Arrived at _target " )
self.waypoints = nil
self._target = nil
self.current_target = nil
self.state = " stand "
self.order = " stand "
self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
self.object : set_acceleration ( { x = 0 , y = 0 , z = 0 } )
if self.callback_arrived then return self.callback_arrived ( self ) end
return true
end
-- More pathing to be done
local distance_to_current_target = 50
if self.current_target and self.current_target [ " pos " ] then
distance_to_current_target = vector.distance ( p , self.current_target [ " pos " ] )
end
-- 0.6 is working but too sensitive. sends villager back too frequently. 0.7 is quite good, but not with heights
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
if self.waypoints and # self.waypoints > 0 and ( not self.current_target or not self.current_target [ " pos " ] or distance_to_current_target < 0.9 ) then
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
self : do_pathfind_action ( self.current_target [ " action " ] )
local failed_attempts = self.current_target [ " failed_attempts " ]
mcl_log ( " There after " .. failed_attempts .. " failed attempts. current target: " .. minetest.pos_to_string ( self.current_target [ " pos " ] ) .. " . Distance: " .. distance_to_current_target )
self.current_target = table.remove ( self.waypoints , 1 )
self : go_to_pos ( self.current_target [ " pos " ] )
return
elseif self.current_target and self.current_target [ " pos " ] then
-- No waypoints left, but have current target. Potentially last waypoint to go to.
self.current_target [ " failed_attempts " ] = self.current_target [ " failed_attempts " ] + 1
local failed_attempts = self.current_target [ " failed_attempts " ]
if failed_attempts >= 50 then
mcl_log ( " Failed to reach position ( " .. minetest.pos_to_string ( self.current_target [ " pos " ] ) .. " ) too many times. Abandon route. Times tried: " .. failed_attempts )
self.state = " stand "
self.current_target = nil
self.waypoints = nil
self._target = nil
self._pf_last_failed = os.time ( )
self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
self.object : set_acceleration ( { x = 0 , y = 0 , z = 0 } )
return
end
--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)
self : go_to_pos ( self.current_target [ " pos " ] )
-- Do i just delete current_target, and return so we can find final path.
else
-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
mcl_log ( " We don't have waypoints or a current target. Let's try to path to target " )
local final_wp = minetest.find_path ( p , self._target , 150 , 1 , 4 )
if final_wp then
mcl_log ( " We might be able to get to target here. " )
-- self.waypoints = final_wp
self : go_to_pos ( self._target )
else
-- Abandon route?
mcl_log ( " Cannot plot final route to target " )
end
end
-- I don't think we need the following anymore, but test first.
-- Maybe just need something to path to target if no waypoints left
if self.current_target and self.current_target [ " pos " ] and ( self.waypoints and # self.waypoints == 0 ) then
local updated_p = self.object : get_pos ( )
local distance_to_cur_targ = vector.distance ( updated_p , self.current_target [ " pos " ] )
mcl_log ( " Distance to current target: " .. tostring ( distance_to_cur_targ ) )
mcl_log ( " Current p: " .. minetest.pos_to_string ( updated_p ) )
-- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door
if distance_to_cur_targ > 1.9 then
mcl_log ( " not close to current target: " .. minetest.pos_to_string ( self.current_target [ " pos " ] ) )
self : go_to_pos ( self._current_target )
else
mcl_log ( " close to current target: " .. minetest.pos_to_string ( self.current_target [ " pos " ] ) )
self.current_target = nil
end
return
end
end