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behaviors2override.lua
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behaviors2override.lua
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local abs = math.abs
local pi = math.pi
local floor = math.floor
local ceil = math.ceil
local random = math.random
local sqrt = math.sqrt
local max = math.max
local min = math.min
local tan = math.tan
local pow = math.pow
local dbg = minetest.chat_send_all
local abr = tonumber(minetest.get_mapgen_setting('active_block_range')) or 3
local neighbors ={
{x=1,z=0},
{x=1,z=1},
{x=0,z=1},
{x=-1,z=1},
{x=-1,z=0},
{x=-1,z=-1},
{x=0,z=-1},
{x=1,z=-1}
}
function [yournamespace].dir2neighbor(dir)
dir.y=0
dir=vector.round(vector.normalize(dir))
for k,v in ipairs(neighbors) do
if v.x == dir.x and v.z == dir.z then return k end
end
return 1
end
function [yournamespace].neighbor_shift(neighbor,shift) -- int shift: minus is left, plus is right
return (8+neighbor+shift-1)%8+1
end
function [yournamespace].is_neighbor_node_reachable(self,neighbor) -- todo: take either number or pos
local offset = neighbors[neighbor]
local pos=mobkit.get_stand_pos(self)
local tpos = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
local recursteps = ceil(self.jump_height)+1
local height, liquidflag = mobkit.get_terrain_height(tpos,recursteps)
if height and abs(height-pos.y) <= self.jump_height then
tpos.y = height
height = height - pos.y
-- don't cut corners
if neighbor % 2 == 0 then -- diagonal neighbors are even
local n2 = neighbor-1 -- left neighbor never < 0
offset = neighbors[n2]
local t2 = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
local h2 = mobkit.get_terrain_height(t2,recursteps)
if h2 and h2 - pos.y > 0.02 then return end
n2 = (neighbor+1)%8 -- right neighbor
offset = neighbors[n2]
t2 = mobkit.get_node_pos(mobkit.pos_shift(pos,offset))
h2 = mobkit.get_terrain_height(t2,recursteps)
if h2 and h2 - pos.y > 0.02 then return end
end
-- check headroom
if tpos.y+self.height-pos.y > 1 then -- if head in next node above, else no point checking headroom
local snpos = mobkit.get_node_pos(pos)
local pos1 = {x=pos.x,y=snpos.y+1,z=pos.z} -- current pos plus node up
local pos2 = {x=tpos.x,y=tpos.y+self.height,z=tpos.z} -- target head pos
local nodes = mobkit.get_nodes_in_area(pos1,pos2,true)
for p,node in pairs(nodes) do
if snpos.x==p.x and snpos.z==p.z then
if node.name=='ignore' or node.walkable then return end
else
if node.name=='ignore' or
(node.walkable and mobkit.get_node_height(p)>tpos.y+0.001) then return end
end
end
end
return height, tpos, liquidflag
else
return
end
end
function [yournamespace].get_next_waypoint(self,tpos)
local pos = mobkit.get_stand_pos(self)
local dir=vector.direction(pos,tpos)
local neighbor = [yournamespace].dir2neighbor(dir)
local function update_pos_history(self,pos)
table.insert(self.pos_history,1,pos)
if #self.pos_history > 2 then table.remove(self.pos_history,#self.pos_history) end
end
local nogopos = self.pos_history[2]
local height, pos2, liquidflag = [yournamespace].is_neighbor_node_reachable(self,neighbor)
if height and not liquidflag
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
local heightl = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,-1))
if heightl and abs(heightl-height)<0.001 then
local heightr = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,1))
if heightr and abs(heightr-height)<0.001 then
dir.y = 0
local dirn = vector.normalize(dir)
local npos = mobkit.get_node_pos(mobkit.pos_shift(pos,neighbors[neighbor]))
local factor = abs(dirn.x) > abs(dirn.z) and abs(npos.x-pos.x) or abs(npos.z-pos.z)
pos2=mobkit.pos_shift(pos,{x=dirn.x*factor,z=dirn.z*factor})
end
end
update_pos_history(self,pos2)
return height, pos2
else
for i=1,3 do
-- scan left
local height, pos2, liq = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,-i*self.path_dir))
if height and not liq
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
update_pos_history(self,pos2)
return height,pos2
end
-- scan right
height, pos2, liq = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,i*self.path_dir))
if height and not liq
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
update_pos_history(self,pos2)
return height,pos2
end
end
--scan rear
height, pos2, liquidflag = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,4))
if height and not liquidflag
and not (nogopos and mobkit.isnear2d(pos2,nogopos,0.1)) then
update_pos_history(self,pos2)
return height,pos2
end
end
-- stuck condition here
table.remove(self.pos_history,2)
self.path_dir = self.path_dir*-1 -- subtle change in pathfinding
end
function [yournamespace].get_next_waypoint_fast(self,tpos,nogopos)
local pos = mobkit.get_stand_pos(self)
local dir=vector.direction(pos,tpos)
local neighbor = [yournamespace].dir2neighbor(dir)
local height, pos2, liquidflag = [yournamespace].is_neighbor_node_reachable(self,neighbor)
if height and not liquidflag then
local fast = false
heightl = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,-1))
if heightl and abs(heightl-height)<0.001 then
heightr = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,1))
if heightr and abs(heightr-height)<0.001 then
fast = true
dir.y = 0
local dirn = vector.normalize(dir)
local npos = mobkit.get_node_pos(mobkit.pos_shift(pos,neighbors[neighbor]))
local factor = abs(dirn.x) > abs(dirn.z) and abs(npos.x-pos.x) or abs(npos.z-pos.z)
pos2=mobkit.pos_shift(pos,{x=dirn.x*factor,z=dirn.z*factor})
end
end
return height, pos2, fast
else
for i=1,4 do
-- scan left
height, pos2, liq = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,-i))
if height and not liq then return height,pos2 end
-- scan right
height, pos2, liq = [yournamespace].is_neighbor_node_reachable(self,[yournamespace].neighbor_shift(neighbor,i))
if height and not liq then return height,pos2 end
end
end
end
function [yournamespace].goto_next_waypoint(self,tpos)
local height, pos2 = [yournamespace].get_next_waypoint(self,tpos)
if not height then return false end
if height <= 0.01 then
local yaw = self.object:get_yaw()
local tyaw = minetest.dir_to_yaw(vector.direction(self.object:get_pos(),pos2))
if abs(tyaw-yaw) > 1 then
[yournamespace].lq_turn2pos(self,pos2)
end
[yournamespace].lq_dumbwalk(self,pos2)
else
[yournamespace].lq_turn2pos(self,pos2)
[yournamespace].lq_dumbjump(self,height)
end
return true
end
----------------------------
-- BEHAVIORS
----------------------------
-- LOW LEVEL QUEUE FUNCTIONS
----------------------------
function [yournamespace].lq_turn2pos(self,tpos)
local func=function(self)
local pos = self.object:get_pos()
return mobkit.turn2yaw(self,
minetest.dir_to_yaw(vector.direction(pos,tpos)))
end
mobkit.queue_low(self,func)
end
function [yournamespace].lq_idle(self,duration,anim)
anim = anim or 'stand'
local init = true
local func=function(self)
if init then
mobkit.animate(self,anim)
init=false
end
duration = duration-self.dtime
if duration <= 0 then return true end
end
mobkit.queue_low(self,func)
end
function [yournamespace].lq_dumbwalk(self,dest,speed_factor)
local timer = 3 -- failsafe
speed_factor = speed_factor or 1
local func=function(self)
mobkit.animate(self,'walk')
timer = timer - self.dtime
if timer < 0 then return true end
local pos = mobkit.get_stand_pos(self)
local y = self.object:get_velocity().y
if mobkit.is_there_yet2d(pos,minetest.yaw_to_dir(self.object:get_yaw()),dest) then
-- if mobkit.isnear2d(pos,dest,0.25) then
if not self.isonground or abs(dest.y-pos.y) > 0.1 then -- prevent uncontrolled fall when velocity too high
-- if abs(dest.y-pos.y) > 0.1 then -- isonground too slow for speeds > 4
self.object:set_velocity({x=0,y=y,z=0})
end
return true
end
if self.isonground then
local dir = vector.normalize(vector.direction({x=pos.x,y=0,z=pos.z},
{x=dest.x,y=0,z=dest.z}))
dir = vector.multiply(dir,self.max_speed*speed_factor)
-- self.object:set_yaw(minetest.dir_to_yaw(dir))
mobkit.turn2yaw(self,minetest.dir_to_yaw(dir))
dir.y = y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
-- initial velocity for jump height h, v= a*sqrt(h*2/a) ,add 20%
function [yournamespace].lq_dumbjump(self,height,anim)
anim = anim or 'stand'
local jump = true
local func=function(self)
local yaw = self.object:get_yaw()
if self.isonground then
if jump then
mobkit.animate(self,anim)
local dir = minetest.yaw_to_dir(yaw)
dir.y = -mobkit.gravity*sqrt((height+0.35)*2/-mobkit.gravity)
self.object:set_velocity(dir)
jump = false
else -- the eagle has landed
return true
end
else
local dir = minetest.yaw_to_dir(yaw)
local vel = self.object:get_velocity()
if self.lastvelocity.y < 0.9 then
dir = vector.multiply(dir,3)
end
dir.y = vel.y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
function [yournamespace].lq_jumpout(self)
local phase = 1
local func=function(self)
local vel=self.object:get_velocity()
if phase == 1 then
vel.y=vel.y+5
self.object:set_velocity(vel)
phase = 2
else
if vel.y < 0 then return true end
local dir = minetest.yaw_to_dir(self.object:get_yaw())
dir.y=vel.y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
function [yournamespace].lq_freejump(self)
local phase = 1
local func=function(self)
local vel=self.object:get_velocity()
if phase == 1 then
vel.y=vel.y+6
self.object:set_velocity(vel)
phase = 2
else
if vel.y <= 0.01 then return true end
local dir = minetest.yaw_to_dir(self.object:get_yaw())
dir.y=vel.y
self.object:set_velocity(dir)
end
end
mobkit.queue_low(self,func)
end
function [yournamespace].lq_jumpattack(self,height,target)
local init=true
local timer=0.5
local tgtbox = target:get_properties().collisionbox
local func=function(self)
if not mobkit.is_alive(target) then return true end
if self.isonground then
if init then -- collision bug workaround
local vel = self.object:get_velocity()
local dir = minetest.yaw_to_dir(self.object:get_yaw())
dir=vector.multiply(dir,6)
dir.y = -mobkit.gravity*sqrt(height*2/-mobkit.gravity)
self.object:set_velocity(dir)
mobkit.make_sound(self,'charge')
init=false
else
[yournamespace].lq_idle(self,0.3)
return true
end
else
local tgtpos = target:get_pos()
local pos = self.object:get_pos()
-- calculate attack spot
local yaw = self.object:get_yaw()
local dir = minetest.yaw_to_dir(yaw)
local apos = mobkit.pos_translate2d(pos,yaw,self.attack.range)
if mobkit.is_pos_in_box(apos,tgtpos,tgtbox) then --bite
target:punch(self.object,1,self.attack)
-- bounce off
local vy = self.object:get_velocity().y
self.object:set_velocity({x=dir.x*-3,y=vy,z=dir.z*-3})
-- play attack sound if defined
mobkit.make_sound(self,'attack')
return true
end
end
end
mobkit.queue_low(self,func)
end
function [yournamespace].lq_fallover(self)
local zrot = 0
local init = true
local func=function(self)
if init then
local vel = self.object:get_velocity()
self.object:set_velocity(mobkit.pos_shift(vel,{y=1}))
mobkit.animate(self,'stand')
init = false
end
zrot=zrot+pi*0.05
local rot = self.object:get_rotation()
self.object:set_rotation({x=rot.x,y=rot.y,z=zrot})
if zrot >= pi*0.5 then return true end
end
mobkit.queue_low(self,func)
end
-----------------------------
-- HIGH LEVEL QUEUE FUNCTIONS
-----------------------------
function [yournamespace].dumbstep(self,height,tpos,speed_factor,idle_duration)
if height <= 0.001 then
[yournamespace].lq_turn2pos(self,tpos)
[yournamespace].lq_dumbwalk(self,tpos,speed_factor)
else
[yournamespace].lq_turn2pos(self,tpos)
[yournamespace].lq_dumbjump(self,height)
end
idle_duration = idle_duration or 6
[yournamespace].lq_idle(self,random(ceil(idle_duration*0.5),idle_duration))
end
function [yournamespace].hq_roam(self,prty)
local func=function(self)
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local neighbor = random(8)
local height, tpos, liquidflag = [yournamespace].is_neighbor_node_reachable(self,neighbor)
if height and not liquidflag then [yournamespace].dumbstep(self,height,tpos,0.3) end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_follow0(self,tgtobj) -- probably delete this one
local func = function(self)
if not tgtobj then return true end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
if vector.distance(pos,opos) > 3 then
local neighbor = [yournamespace].dir2neighbor(vector.direction(pos,opos))
if not neighbor then return true end --temp debug
local height, tpos = [yournamespace].is_neighbor_node_reachable(self,neighbor)
if height then [yournamespace].dumbstep(self,height,tpos)
else
for i=1,4 do --scan left
height, tpos = [yournamespace].is_neighbor_node_reachable(self,(8+neighbor-i-1)%8+1)
if height then [yournamespace].dumbstep(self,height,tpos)
break
end --scan right
height, tpos = [yournamespace].is_neighbor_node_reachable(self,(neighbor+i-1)%8+1)
if height then [yournamespace].dumbstep(self,height,tpos)
break
end
end
end
else
[yournamespace].lq_idle(self,1)
end
end
end
mobkit.queue_high(self,func,0)
end
function [yournamespace].hq_follow(self,prty,tgtobj)
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
if vector.distance(pos,opos) > 3 then
[yournamespace].goto_next_waypoint(self,opos)
else
[yournamespace].lq_idle(self,1)
end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_goto(self,prty,tpos)
local func = function(self)
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
if vector.distance(pos,tpos) > 3 then
[yournamespace].goto_next_waypoint(self,tpos)
else
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_runfrom(self,prty,tgtobj)
local init=true
local timer=6
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if init then
timer = timer-self.dtime
if timer <=0 or vector.distance(self.object:get_pos(),tgtobj:get_pos()) < 8 then
mobkit.make_sound(self,'scared')
init=false
end
return
end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
if vector.distance(pos,opos) < self.view_range*1.1 then
local tpos = {x=2*pos.x - opos.x,
y=opos.y,
z=2*pos.z - opos.z}
[yournamespace].goto_next_waypoint(self,tpos)
else
self.object:set_velocity({x=0,y=0,z=0})
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_hunt(self,prty,tgtobj)
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if mobkit.is_queue_empty_low(self) and self.isonground then
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
local dist = vector.distance(pos,opos)
if dist > self.view_range then
return true
elseif dist > 3 then
[yournamespace].goto_next_waypoint(self,opos)
else
[yournamespace].hq_attack(self,prty+1,tgtobj)
end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_warn(self,prty,tgtobj)
local timer=0
local tgttime = 0
local init = true
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if init then
mobkit.animate(self,'stand')
init = false
end
local pos = mobkit.get_stand_pos(self)
local opos = tgtobj:get_pos()
local dist = vector.distance(pos,opos)
if dist > 11 then
return true
elseif dist < 4 or timer > 12 then -- too close man
-- mobkit.clear_queue_high(self)
mobkit.remember(self,'hate',tgtobj:get_player_name())
[yournamespace].hq_hunt(self,prty+1,tgtobj) -- priority
else
timer = timer+self.dtime
if mobkit.is_queue_empty_low(self) then
[yournamespace].lq_turn2pos(self,opos)
end
-- make noise in random intervals
if timer > tgttime then
mobkit.make_sound(self,'warn')
-- if self.sounds and self.sounds.warn then
-- minetest.sound_play(self.sounds.warn, {object=self.object})
-- end
tgttime = timer + 1.1 + random()*1.5
end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_die(self)
local timer = 5
local start = true
local func = function(self)
if start then
[yournamespace].lq_fallover(self)
self.logic = function(self) end -- brain dead as well
start=false
end
timer = timer-self.dtime
if timer < 0 then self.object:remove() end
end
mobkit.queue_high(self,func,100)
end
function [yournamespace].hq_attack(self,prty,tgtobj)
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if mobkit.is_queue_empty_low(self) then
local pos = mobkit.get_stand_pos(self)
-- local tpos = tgtobj:get_pos()
local tpos = mobkit.get_stand_pos(tgtobj)
local dist = vector.distance(pos,tpos)
if dist > 3 then
return true
else
[yournamespace].lq_turn2pos(self,tpos)
local height = tgtobj:is_player() and 0.35 or tgtobj:get_luaentity().height*0.6
if tpos.y+height>pos.y then
[yournamespace].lq_jumpattack(self,tpos.y+height-pos.y,tgtobj)
else
[yournamespace].lq_dumbwalk(self,mobkit.pos_shift(tpos,{x=random()-0.5,z=random()-0.5}))
end
end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_liquid_recovery(self,prty) -- scan for nearest land
local radius = 1
local yaw = 0
local func = function(self)
if not self.isinliquid then return true end
local pos=self.object:get_pos()
local vec = minetest.yaw_to_dir(yaw)
local pos2 = mobkit.pos_shift(pos,vector.multiply(vec,radius))
local height, liquidflag = mobkit.get_terrain_height(pos2)
if height and not liquidflag then
[yournamespace].hq_swimto(self,prty,pos2)
return true
end
yaw=yaw+pi*0.25
if yaw>2*pi then
yaw = 0
radius=radius+1
if radius > self.view_range then
self.hp = 0
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_swimto(self,prty,tpos)
local box = self.object:get_properties().collisionbox
local cols = {}
local func = function(self)
if not self.isinliquid then
if self.isonground then return true end
return false
end
local pos = mobkit.get_stand_pos(self)
local y=self.object:get_velocity().y
local pos2d = {x=pos.x,y=tpos.y,z=pos.z}
local dir=vector.normalize(vector.direction(pos2d,tpos))
local yaw = minetest.dir_to_yaw(dir)
if mobkit.timer(self,1) then
cols = mobkit.get_box_displace_cols(pos,box,dir,1)
for _,p in ipairs(cols[1]) do
p.y=pos.y
local h,l = mobkit.get_terrain_height(p)
if h and h>pos.y and self.isinliquid then
[yournamespace].lq_freejump(self)
break
end
end
elseif mobkit.turn2yaw(self,yaw) then
dir.y = y
self.object:set_velocity(dir)
end
end
mobkit.queue_high(self,func,prty)
end
---------------------
-- AQUATIC
---------------------
-- MACROS
local function aqua_radar_dumb(pos,yaw,range,reverse)
range = range or 4
local function okpos(p)
local node = mobkit.nodeatpos(p)
if node then
if node.drawtype == 'liquid' then
local nodeu = mobkit.nodeatpos(mobkit.pos_shift(p,{y=1}))
local noded = mobkit.nodeatpos(mobkit.pos_shift(p,{y=-1}))
if (nodeu and nodeu.drawtype == 'liquid') or (noded and noded.drawtype == 'liquid') then
return true
else
return false
end
else
local h,l = mobkit.get_terrain_height(p)
if h then
local node2 = mobkit.nodeatpos({x=p.x,y=h+1.99,z=p.z})
if node2 and node2.drawtype == 'liquid' then return true, h end
else
return false
end
end
else
return false
end
end
local fpos = mobkit.pos_translate2d(pos,yaw,range)
local ok,h = okpos(fpos)
if not ok then
local ffrom, fto, fstep
if reverse then
ffrom, fto, fstep = 3,1,-1
else
ffrom, fto, fstep = 1,3,1
end
for i=ffrom, fto, fstep do
local ok,h = okpos(mobkit.pos_translate2d(pos,yaw+i,range))
if ok then return yaw+i,h end
ok,h = okpos(mobkit.pos_translate2d(pos,yaw-i,range))
if ok then return yaw-i,h end
end
return yaw+pi,h
else
return yaw, h
end
end
function [yournamespace].is_in_deep(target)
if not target then return false end
local nodepos = mobkit.get_stand_pos(target)
local node1 = mobkit.nodeatpos(nodepos)
nodepos.y=nodepos.y+1
local node2 = mobkit.nodeatpos(nodepos)
nodepos.y=nodepos.y-2
local node3 = mobkit.nodeatpos(nodepos)
if node1 and node2 and node3 and node1.drawtype=='liquid' and (node2.drawtype=='liquid' or node3.drawtype=='liquid') then
return true
end
end
-- HQ behaviors
function [yournamespace].hq_aqua_roam(self,prty,speed)
local tyaw = 0
local init = true
local prvscanpos = {x=0,y=0,z=0}
local center = self.object:get_pos()
local func = function(self)
if init then
mobkit.animate(self,'def')
init = false
end
local pos = mobkit.get_stand_pos(self)
local yaw = self.object:get_yaw()
local scanpos = mobkit.get_node_pos(mobkit.pos_translate2d(pos,yaw,speed))
if not vector.equals(prvscanpos,scanpos) then
prvscanpos=scanpos
local nyaw,height = aqua_radar_dumb(pos,yaw,speed,true)
if height and height > pos.y then
local vel = self.object:get_velocity()
vel.y = vel.y+1
self.object:set_velocity(vel)
end
if yaw ~= nyaw then
tyaw=nyaw
[yournamespace].hq_aqua_turn(self,prty+1,tyaw,speed)
return
end
end
if mobkit.timer(self,1) then
if vector.distance(pos,center) > abr*16*0.5 then
tyaw = minetest.dir_to_yaw(vector.direction(pos,{x=center.x+random()*10-5,y=center.y,z=center.z+random()*10-5}))
else
if random(10)>=9 then tyaw=tyaw+random()*pi - pi*0.5 end
end
end
mobkit.turn2yaw(self,tyaw,3)
-- local yaw = self.object:get_yaw()
mobkit.go_forward_horizontal(self,speed)
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_aqua_turn(self,prty,tyaw,speed)
local func = function(self)
local finished=mobkit.turn2yaw(self,tyaw)
-- local yaw = self.object:get_yaw()
mobkit.go_forward_horizontal(self,speed)
if finished then return true end
end
mobkit.queue_high(self,func,prty)
end
function [yournamespace].hq_aqua_attack(self,prty,tgtobj,speed)
local tyaw = 0
local prvscanpos = {x=0,y=0,z=0}
local init = true
local tgtbox = tgtobj:get_properties().collisionbox
local func = function(self)
if not mobkit.is_alive(tgtobj) then return true end
if init then
mobkit.animate(self,'fast')
mobkit.make_sound(self,'attack')
init = false
end
local pos = mobkit.get_stand_pos(self)
local yaw = self.object:get_yaw()
local scanpos = mobkit.get_node_pos(mobkit.pos_translate2d(pos,yaw,speed))
if not vector.equals(prvscanpos,scanpos) then
prvscanpos=scanpos
local nyaw,height = aqua_radar_dumb(pos,yaw,speed*0.5)
if height and height > pos.y then
local vel = self.object:get_velocity()
vel.y = vel.y+1
self.object:set_velocity(vel)
end
if yaw ~= nyaw then
tyaw=nyaw
[yournamespace].hq_aqua_turn(self,prty+1,tyaw,speed)
return
end
end
local tpos = tgtobj:get_pos()
local tyaw=minetest.dir_to_yaw(vector.direction(pos,tpos))
mobkit.turn2yaw(self,tyaw,3)
local yaw = self.object:get_yaw()
if mobkit.timer(self,1) then
if not [yournamespace].is_in_deep(tgtobj) then return true end
local vel = self.object:get_velocity()
if tpos.y>pos.y+0.5 then self.object:set_velocity({x=vel.x,y=vel.y+0.5,z=vel.z})
elseif tpos.y<pos.y-0.5 then self.object:set_velocity({x=vel.x,y=vel.y-0.5,z=vel.z}) end
end
if mobkit.is_pos_in_box(mobkit.pos_translate2d(pos,yaw,self.attack.range),tpos,tgtbox) then --bite
tgtobj:punch(self.object,1,self.attack)
[yournamespace].hq_aqua_turn(self,prty,yaw-pi,speed)
return true
end
mobkit.go_forward_horizontal(self,speed)
end
mobkit.queue_high(self,func,prty)
end