animalia/api/behaviors.lua

1811 lines
47 KiB
Lua

---------------
-- Behaviors --
---------------
-- Math --
local abs = math.abs
local atan2 = math.atan2
local ceil = math.ceil
local cos = math.cos
local min = math.min
local max = math.max
local pi = math.pi
local pi2 = pi * 2
local sin = math.sin
local rad = math.rad
local random = math.random
local function diff(a, b) -- Get difference between 2 angles
return atan2(sin(b - a), cos(b - a))
end
local function clamp(val, minn, maxn)
if val < minn then
val = minn
elseif maxn < val then
val = maxn
end
return val
end
-- Vector --
local vec_dir = vector.direction
local vec_dist = vector.distance
local vec_dot = vector.dot
local vec_divide = vector.divide
local vec_normal = vector.normalize
local vec_round = vector.round
local vec_sub = vector.subtract
local vec_add = vector.add
local vec_multi = vector.multiply
local dir2yaw = minetest.dir_to_yaw
local yaw2dir = minetest.yaw_to_dir
-----------------
-- Local Tools --
-----------------
local farming_enabled = minetest.get_modpath("farming") and farming.registered_plants
if farming_enabled then
minetest.register_on_mods_loaded(function()
for name, def in pairs(minetest.registered_nodes) do
local item_string = name:sub(1, #name - 2)
local item_name = item_string:split(":")[2]
local growth_stage = tonumber(name:sub(-1)) or 1
if farming.registered_plants[item_string]
or farming.registered_plants[item_name] then
def.groups.crop = growth_stage
end
minetest.register_node(":" .. name, def)
end
end)
end
local animate_player = {}
if minetest.get_modpath("default")
and minetest.get_modpath("player_api") then
animate_player = player_api.set_animation
elseif minetest.get_modpath("mcl_player") then
animate_player = mcl_player.player_set_animation
end
local function add_break_particle(pos)
pos = vec_round(pos)
local def = creatura.get_node_def(pos)
local texture = (def.tiles and def.tiles[1]) or def.inventory_image
texture = texture .. "^[resize:8x8"
minetest.add_particlespawner({
amount = 6,
time = 0.1,
minpos = {
x = pos.x,
y = pos.y - 0.49,
z = pos.z
},
maxpos = {
x = pos.x,
y = pos.y - 0.49,
z = pos.z
},
minvel = {x=-1, y=1, z=-1},
maxvel = {x=1, y=2, z=1},
minacc = {x=0, y=-5, z=0},
maxacc = {x=0, y=-9, z=0},
minexptime = 1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = texture,
})
end
local function get_group_positions(self)
local objects = creatura.get_nearby_objects(self, self.name)
local group = {}
for _, object in ipairs(objects) do
local obj_pos = object and object:get_pos()
if obj_pos then table.insert(group, obj_pos) end
end
return group
end
local function calc_altitude(self, pos2)
local height_half = self.height * 0.5
local center_y = pos2.y + height_half
local calc_pos = {x = pos2.x, y = center_y, z = pos2.z}
local range = (height_half + 2)
local offset = {x = 0, y = range, z = 0}
local ceil_pos, floor_pos = vec_add(calc_pos, offset), vec_sub(calc_pos, offset)
local ray_up = minetest.raycast(calc_pos, ceil_pos, false, true):next()
local ray_down = minetest.raycast(calc_pos, floor_pos, false, true):next()
ceil_pos = (ray_up and ray_up.above) or ceil_pos
floor_pos = (ray_down and ray_down.above) or floor_pos
local dist_up = ceil_pos.y - center_y
local dist_down = floor_pos.y - center_y
local altitude = (dist_up + dist_down) / 2
return ((calc_pos.y + altitude) - center_y) / range * 2
end
local function calc_steering_and_lift(self, pos, pos2, dir, steer_method)
local steer_to = creatura.calc_steering(self, pos2, steer_method or creatura.get_context_small)
pos2 = vector.add(pos, steer_to)
local lift = creatura.get_avoidance_lift(self, pos2, 2)
steer_to.y = (lift ~= 0 and lift) or dir.y
return steer_to
end
local function calc_steering_and_lift_aquatic(self, pos, pos2, dir, steer_method)
local steer_to = creatura.calc_steering(self, pos2, steer_method or creatura.get_context_small_aquatic)
local lift = creatura.get_avoidance_lift_aquatic(self, vector.add(pos, steer_to), 2)
steer_to.y = (lift ~= 0 and lift) or dir.y
return steer_to
end
local function get_obstacle(pos, water)
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
local n_def = creatura.get_node_def(pos2)
if n_def.walkable
or (water and (n_def.groups.liquid or 0) > 0) then
pos2.y = pos.y + 1
n_def = creatura.get_node_def(pos2)
local col_max = n_def.walkable or (water and (n_def.groups.liquid or 0) > 0)
pos2.y = pos.y - 1
local col_min = col_max and (n_def.walkable or (water and (n_def.groups.liquid or 0) > 0))
if col_min then
return pos
else
pos2.y = pos.y + 1
return pos2
end
end
end
function animalia.get_steering_context(self, goal, steer_dir, interest, danger, range)
local pos = self.object:get_pos()
if not pos then return end
pos = vector.round(pos)
local width = self.width or 0.5
local check_pos = vec_add(pos, steer_dir)
local collision = get_obstacle(check_pos)
local unsafe_pos = not collision and not self:is_pos_safe(check_pos) and check_pos
if collision
or unsafe_pos then
local dir2goal = vec_normal(vec_dir(pos, goal))
local dir2col = vec_normal(vec_dir(pos, collision or unsafe_pos))
local dist2col = vec_dist(pos, collision or unsafe_pos) - width
local dot_score = vec_dot(dir2col, dir2goal)
local dist_score = (range - dist2col) / range
interest = interest - dot_score
danger = dist_score
end
return interest, danger
end
--------------
-- Movement --
--------------
-- Obstacle Avoidance
function animalia.obstacle_avoidance(self, goal, water)
local steer_method = water and creatura.get_context_small_aquatic or animalia.get_steering_context
local dir = creatura.calc_steering(self, goal, steer_method)
local lift_method = water and creatura.get_avoidance_lift_aquatic or creatura.get_avoidance_lift
local lift = lift_method(self, vec_add(self.stand_pos, dir), 2)
dir.y = (lift ~= 0 and lift) or dir.y
return dir
end
-- Methods
creatura.register_movement_method("animalia:fly_wide", function(self)
local steer_to
local steer_int = 0
self:set_gravity(0)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos or not goal then return end
if vec_dist(pos, goal) < clamp(self.width, 0.5, 1) then
_self:halt()
return true
end
-- Calculate Movement
local turn_rate = 2.5
local speed = abs(_self.speed or 2) * speed_factor or 0.5
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(speed, 1)
steer_to = (steer_int <= 0 and creatura.calc_steering(_self, goal)) or steer_to
local dir = steer_to or vec_dir(pos, goal)
local altitude = calc_altitude(self, vec_add(pos, dir))
dir.y = (altitude ~= 0 and altitude) or dir.y
if vector.dot(dir, yaw2dir(_self.object:get_yaw())) > 0.2 then -- Steer faster for major obstacles
turn_rate = 5
end
-- Apply Movement
_self:turn_to(dir2yaw(dir), turn_rate)
_self:set_forward_velocity(speed)
_self:set_vertical_velocity(speed * dir.y)
end
return func
end)
-- Steering Methods
creatura.register_movement_method("animalia:steer", function(self)
local steer_to
local steer_int = 0
local radius = 2 -- Arrival Radius
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vector.distance(pos, goal)
local dir = vector.direction(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = math.min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Steering
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / math.max(vel, 1)
steer_to = steer_int <= 0 and animalia.obstacle_avoidance(_self, goal) or steer_to
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(steer_to or dir), turn_rate)
_self:set_forward_velocity(vel)
end
return func
end)
creatura.register_movement_method("animalia:steer_no_gravity", function(self)
local steer_to
local steer_int = 0
local radius = 2 -- Arrival Radius
self:set_gravity(0)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vector.distance(pos, goal)
local dir = vector.direction(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Steering
steer_int = (steer_int > 0 and steer_int - _self.dtime) or 1 / max(vel, 1)
steer_to = steer_int <= 0 and animalia.obstacle_avoidance(_self, goal, _self.max_breath == 0) or steer_to
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(steer_to or dir), turn_rate)
_self:set_forward_velocity(vel)
_self:set_vertical_velocity(dir.y * vel)
end
return func
end)
-- Simple Methods
creatura.register_movement_method("animalia:move", function(self)
local radius = 2 -- Arrival Radius
self:set_gravity(-9.8)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vector.distance(pos, goal)
local dir = vector.direction(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = math.min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(dir), turn_rate)
_self:set_forward_velocity(vel)
end
return func
end)
creatura.register_movement_method("animalia:move_no_gravity", function(self)
local radius = 2 -- Arrival Radius
self:set_gravity(0)
local function func(_self, goal, speed_factor)
-- Vectors
local pos = self.object:get_pos()
if not pos or not goal then return end
local dist = vector.distance(pos, goal)
local dir = vector.direction(pos, goal)
-- Movement Params
local vel = self.speed * speed_factor
local turn_rate = self.turn_rate
local mag = math.min(radius - ((radius - dist) / 1), 1)
vel = vel * mag
-- Apply Movement
_self:turn_to(minetest.dir_to_yaw(dir), turn_rate)
_self:set_forward_velocity(vel)
_self:set_vertical_velocity(vel * dir.y)
end
return func
end)
-------------
-- Actions --
-------------
function animalia.action_walk(self, time, speed, animation, pos2)
local timeout = time or 3
local speed_factor = speed or 0.5
local anim = animation or "walk"
local wander_radius = 2
local dir = pos2 and vec_dir(self.stand_pos, pos2)
local function func(mob)
local pos, yaw = mob.object:get_pos(), mob.object:get_yaw()
if not pos or not yaw then return true end
dir = pos2 and vec_dir(pos, pos2) or minetest.yaw_to_dir(yaw)
local wander_point = vec_add(pos, vec_multi(dir, wander_radius + 0.5))
local goal = vec_add(wander_point, vec_multi(minetest.yaw_to_dir(random(pi2)), wander_radius))
local safe = true
if mob.max_fall then
safe = mob:is_pos_safe(goal)
end
if timeout <= 0
or not safe
or mob:move_to(goal, "animalia:steer", speed_factor) then
mob:halt()
return true
end
timeout = timeout - mob.dtime
if timeout <= 0 then return true end
mob:animate(anim)
end
self:set_action(func)
end
function animalia.action_soar(self, pos2, timeout, speed_factor)
local timer = timeout or 4
local center = pos2
local function func(_self)
local pos, vel = _self.object:get_pos(), _self.object:get_velocity()
if not pos then return end
timer = timer - _self.dtime
if timer <= 0 then return true end
if abs(pos.y - pos2.y) < 2 then
center.y = center.y - self.dtime * 0.5
else
center.y = pos2.y
end
_self:move_to(center, "animalia:fly_wide", speed_factor or 0.5)
local anim
if vel.y > 0 then
anim = "fly"
else
anim = "glide"
end
_self:animate(anim)
end
self:set_action(func)
end
function animalia.action_pursue(self, target, timeout, method, speed_factor, anim)
local timer = timeout or 4
local goal
local function func(_self)
local target_alive, line_of_sight, tgt_pos = _self:get_target(target)
if not target_alive then
return true
end
goal = goal or tgt_pos
timer = timer - _self.dtime
self:animate(anim or "walk")
local safe = true
if _self.max_fall
and _self.max_fall > 0 then
local pos = self.object:get_pos()
if not pos then return end
safe = _self:is_pos_safe(goal)
end
if line_of_sight
and vec_dist(goal, tgt_pos) > 3 then
goal = tgt_pos
end
if timer <= 0
or not safe
or _self:move_to(goal, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then
return true
end
end
self:set_action(func)
end
function animalia.action_pursue_glide(self, target, timeout, method, speed_factor, anim)
local timer = timeout or 4
local goal
local speed_x = speed_factor
local function func(_self)
local target_alive, line_of_sight, tgt_pos = _self:get_target(target)
if not target_alive then
return true
end
goal = goal or tgt_pos
timer = timer - _self.dtime
self:animate(anim or "walk")
if line_of_sight
and vec_dist(goal, tgt_pos) > 3 then
goal = tgt_pos
end
local vel = self.object:get_velocity()
if vel.y < 0 and speed_x < speed_factor + 0.5 then speed_x = speed_x + self.dtime * 0.5 end
if vel.y >= 0 and speed_x > speed_factor then speed_x = speed_x - self.dtime * 0.25 end
if timer <= 0
or _self:move_to(goal, method or "animalia:steer_no_gravity", speed_x) then
return true
end
end
self:set_action(func)
end
function animalia.action_flight_attack(self, target, timeout)
timeout = timeout or 12
local punch_init = false
local timer = timeout
local sight_timeout = timeout * 0.5
local cooldown = 0
local speed_x = 0.5
local goal
local function func(_self)
local pos = _self.stand_pos
if timer <= 0 then return true end
local target_alive, los, tgt_pos = _self:get_target(target)
if not target_alive then return true end
if not los then
sight_timeout = sight_timeout - self._dtime
if sight_timeout <= 0 then
return true
end
else
sight_timeout = timeout * 0.5
end
local dist = vec_dist(pos, tgt_pos)
if dist > 32 then return true end
local vel = self.object:get_velocity()
if vel.y < 0 and speed_x < 1 then speed_x = speed_x + self.dtime * 0.5 end
if vel.y >= 0 and speed_x > 0.5 then speed_x = speed_x - self.dtime end
if punch_init then
local anim = _self:animate("fly_punch", "fly")
if anim == "fly" then
punch_init = false
end
else
if speed_x > 0.6 then
_self:animate("glide")
else
_self:animate("fly")
end
end
if cooldown > 0 then
goal = goal or _self:get_wander_pos_3d(3, 6, nil, 1)
cooldown = cooldown - _self.dtime
else
goal = nil
cooldown = 0
end
if goal
and _self:move_to(goal, "animalia:steer_no_gravity", speed_x) then
goal = nil
end
if not goal
and _self:move_to(tgt_pos, "animalia:steer_no_gravity", speed_x) then
if dist < _self.width + 1 then
_self:punch_target(target)
cooldown = timeout / 3
punch_init = true
end
end
timer = timer - _self.dtime
end
self:set_action(func)
end
function animalia.action_dive_attack(self, target, timeout)
timeout = timeout or 12
local timer = timeout
local width = self.width or 0.5
local punch_init = false
local anim
local function func(_self)
-- Tick down timers
timer = timer - _self.dtime
if timer <= 0 then return true end
-- Get positions
local pos = _self.stand_pos
local tgt_pos = target and target:get_pos()
if not tgt_pos then return true end
local dist = vec_dist(pos, tgt_pos)
if punch_init then
anim = _self:animate("fly_punch", "fly")
if anim == "fly" then return true end
else
anim = _self:animate("fly")
end
if dist > width + 1 then
local method = "animalia:move_no_gravity"
if dist > 4 then
method = "animalia:steer_no_gravity"
end
_self:move_to(tgt_pos, method, 1)
elseif not punch_init then
_self:punch_target(target)
punch_init = true
end
end
self:set_action(func)
end
function animalia.action_wander_fly(self, timer, pos2)
local pos = self.object:get_pos()
if not pos then return end
local goal
local steer_to
local width = ceil(self.width or 1) * 2
local check_timer = 0.25
timer = timer or 2
pos2 = pos2 or {
x = pos.x + random(width, -width),
y = pos.y + random(width, -width),
z = pos.z + random(width, -width)
}
local function func(_self)
pos = _self.object:get_pos()
if not pos then return end
local dir = vec_dir(pos, pos2)
goal = goal or vector.add(pos, dir)
-- Tick down timers
timer = timer - _self.dtime
check_timer = (check_timer <= 0 and 0.25) or check_timer - _self.dtime
-- Calculate movement
steer_to = (check_timer > 0 and steer_to) or calc_steering_and_lift(_self, pos, goal, dir)
goal = vec_add(pos, vec_multi(steer_to, self.width + 1))
if timer <= 0
or _self:move_to(goal, "animalia:move_no_gravity", 0.5) then
_self:halt()
return true
end
_self:animate("fly")
end
self:set_action(func)
end
function animalia.action_move_boid(self, pos2, timeout, method, speed_factor, anim, steer_method)
steer_method = steer_method or calc_steering_and_lift
timeout = timeout or 2
local timer = timeout
local check_timer = timeout / 6
local max_fall = (self.max_fall or 0) > 0 and self.max_fall
local steer_to
local goal
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local dir = vec_dir(pos, pos2)
goal = goal or vector.add(pos, dir)
-- Tick down timers
timer = timer - _self.dtime
check_timer = (check_timer <= 0 and timeout / 6) or check_timer - _self.dtime
-- Check if goal is safe
local safe = true
if max_fall then
safe = _self:is_pos_safe(goal)
end
-- Calculate movement
local boid_dir = creatura.get_boid_dir(_self)
if boid_dir then
boid_dir.y = boid_dir.y + dir.y / 2
goal = vec_add(pos, vec_multi(boid_dir, self.width + 1))
if max_fall then
goal = creatura.get_ground_level(goal, 2)
end
end
local median_dir = boid_dir and steer_to and vec_divide(vec_add(boid_dir, steer_to), 2)
steer_to = (check_timer > 0 and median_dir) or steer_method(_self, pos, goal, boid_dir or dir)
goal = vec_add(pos, vec_multi(steer_to, self.width + 1))
-- Apply movement/end function when goal is met
if timer <= 0
or not safe
or _self:move_to(goal or pos2, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then
return true
end
_self:animate(anim or "walk")
end
self:set_action(func)
end
function animalia.action_float(self, time, anim)
local timer = time
local function func(_self)
_self:set_gravity(-0.14)
_self:halt()
_self:animate(anim or "foat")
timer = timer - _self.dtime
if timer <= 0 then
return true
end
end
self:set_action(func)
end
function animalia.action_cling(self, time)
local timer = time
local pos = self.object:get_pos()
if not pos then return end
pos.y = pos.y + 1
if not creatura.get_node_def(pos).walkable then
self:forget("home_position")
self.home_position = nil
return
end
local function func(_self)
_self:set_gravity(0)
_self:halt()
_self:set_vertical_velocity(1)
_self:set_forward_velocity(0)
_self:animate("cling")
timer = timer - _self.dtime
if timer <= 0 then
return true
end
end
self:set_action(func)
end
function animalia.action_punch(self, target)
local jump_init = false
local punch_init = false
local timeout = 2
local is_animated = self.animations["punch"] ~= nil
local function func(_self)
local tgt_alive, _, tgt_pos = _self:get_target(target)
if not tgt_alive and (not punch_init or not is_animated) then return true end
local pos = _self.object:get_pos()
if not pos then return end
local dir = vec_dir(pos, tgt_pos)
if not jump_init
and _self.touching_ground then
_self.object:add_velocity({x = dir.x * 3, y = 2, z = dir.z * 3})
jump_init = true
end
timeout = timeout - _self.dtime
if timeout <= 0 then return true end
local dist = vec_dist(pos, tgt_pos)
if dist < _self.width + 1
and not punch_init then
_self:punch_target(target)
local knockback = minetest.calculate_knockback(
target, self.object, 1.0,
{damage_groups = {fleshy = self.damage}},
dir, 2.0, self.damage
)
target:add_velocity({x = dir.x * knockback, y = dir.y * knockback, z = dir.z * knockback})
if not is_animated then return true end
punch_init = true
end
if is_animated then
if _self:animate("punch", "stand") == "stand" then return true end
end
end
self:set_action(func)
end
function animalia.action_melee(self, target)
local stage = 1
local is_animated = self.animations["punch"] ~= nil
local timeout = 1
local function func(mob)
local target_pos = target and target:get_pos()
if not target_pos then return true end
local pos = mob.stand_pos
local dist = vec_dist(pos, target_pos)
local dir = vec_dir(pos, target_pos)
local anim = is_animated and mob:animate("punch", "stand")
if stage == 1 then
mob.object:add_velocity({x = dir.x * 3, y = 2, z = dir.z * 3})
stage = 2
end
if stage == 2
and dist < mob.width + 1 then
mob:punch_target(target)
local knockback = minetest.calculate_knockback(
target, mob.object, 1.0,
{damage_groups = {fleshy = mob.damage}},
dir, 2.0, mob.damage
)
target:add_velocity({x = dir.x * knockback, y = dir.y * knockback, z = dir.z * knockback})
stage = 3
end
if stage == 3
and (not is_animated
or anim == "stand") then
return true
end
timeout = timeout - mob.dtime
if timeout <= 0 then return true end
end
self:set_action(func)
end
function animalia.action_punch_aoe(self, target)
local punch_init = false
local anim = self.animations["punch_aoe"]
local anim_len = (anim.range.y - anim.range.x) / anim.speed
local timeout = anim_len
local function func(_self)
local tgt_alive, _, tgt_pos = _self:get_target(target)
if not tgt_alive then return true end
local pos = _self.object:get_pos()
if not pos then return end
_self:halt()
_self:animate("punch_aoe")
local dist = vec_dist(pos, tgt_pos)
timeout = timeout - _self.dtime
if not punch_init
and dist < _self.width + 1
and timeout < anim_len * 0.5 then
_self:punch_target(target)
punch_init = true
end
if timeout <= 0 then _self:animate("stand") return true end
end
self:set_action(func)
end
local cling_offsets = {
{x = 0, y = 1, z = 0}, -- Ceiling is prioritized
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = -1}
}
function animalia.action_idle(self, var, dur, anim)
var = var or "stand"
dur = dur or 1
anim = anim or "stand"
if var == "stand" then
self:set_gravity(-9.8)
else
self:set_gravity(0)
end
local pos = self.object:get_pos()
if not pos then return end
local cling_pos
if var == "cling" then -- Cling to wall or ceiling
for _, v in ipairs(cling_offsets) do
cling_pos = vector.add(pos, vector.multiply(v, self.width + 0.5))
if not creatura.get_node_def(cling_pos).walkable then
cling_pos = nil
else
break
end
end
end
local function func(ent)
if cling_pos then
ent.object:set_velocity(vector.direction(pos, cling_pos))
end
if ent.in_liquid
and var == "float" then
ent:set_vertical_velocity(0.5)
end
dur = dur - ent.dtime
if dur <= 0 then return true end
ent:animate(anim)
end
self:set_action(func)
end
-- Experimental
function animalia.action_swim(self, time, speed, animation, pos2)
local timeout = time or 3
local speed_factor = speed or 0.5
local anim = animation or "swim"
local wander_radius = 2
local dir = pos2 and vec_dir(self.stand_pos, pos2)
local function func(mob)
local pos, yaw = mob.object:get_pos(), mob.object:get_yaw()
if not pos or not yaw then return true end
dir = pos2 and vec_dir(pos, pos2) or minetest.yaw_to_dir(yaw)
dir.y = random(-10, 10) * 0.1
local wander_point = vec_add(pos, vec_multi(dir, wander_radius + 0.5))
local goal = vec_add(wander_point, vec_multi(minetest.yaw_to_dir(random(pi2)), wander_radius))
if timeout <= 0
or mob:move_to(goal, "animalia:steer_no_gravity", speed_factor) then
mob:halt()
return true
end
timeout = timeout - mob.dtime
if timeout <= 0 then return true end
mob:animate(anim)
end
self:set_action(func)
end
---------------
-- Utilities --
---------------
creatura.register_utility("animalia:idle", function(self, timeout, anim)
local timer = timeout or 1
local init = false
local function func(_self)
if not init then
creatura.action_idle(_self, timeout, anim)
end
timer = timer - _self.dtime
if timer <= 0 then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:die", function(self)
local timer = 1.5
local init = false
local function func(_self)
if not init then
_self:play_sound("death")
creatura.action_fallover(_self)
init = true
end
timer = timer - _self.dtime
if timer <= 0 then
local pos = _self.object:get_pos()
if not pos then return end
minetest.add_particlespawner({
amount = 8,
time = 0.25,
minpos = {x = pos.x - 0.1, y = pos.y, z = pos.z - 0.1},
maxpos = {x = pos.x + 0.1, y = pos.y + 0.1, z = pos.z + 0.1},
minacc = {x = 0, y = 2, z = 0},
maxacc = {x = 0, y = 3, z = 0},
minvel = {x = random(-1, 1), y = -0.25, z = random(-1, 1)},
maxvel = {x = random(-2, 2), y = -0.25, z = random(-2, 2)},
minexptime = 0.75,
maxexptime = 1,
minsize = 4,
maxsize = 4,
texture = "creatura_smoke_particle.png",
animation = {
type = 'vertical_frames',
aspect_w = 4,
aspect_h = 4,
length = 1,
},
glow = 1
})
creatura.drop_items(_self)
_self.object:remove()
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:swim_to_land", function(self)
local init = false
local tpos = nil
local function func(_self)
if not init then
for i = 1, 359, 15 do
local yaw = rad(i)
local dir = yaw2dir(yaw)
tpos = animalia.find_collision(_self, dir)
if tpos then
local node = minetest.get_node({x = tpos.x, y = tpos.y + 1, z = tpos.z})
if node.name == "air" then
break
else
tpos = nil
end
end
end
init = true
end
if tpos then
local pos = _self.object:get_pos()
if not pos then return end
local yaw = _self.object:get_yaw()
local tyaw = minetest.dir_to_yaw(vec_dir(pos, tpos))
if abs(tyaw - yaw) > 0.1 then
_self:turn_to(tyaw, 12)
end
_self:set_gravity(-9.8)
_self:set_forward_velocity(_self.speed * 0.66)
_self:animate("walk")
if vec_dist(pos, tpos) < 1
or (not _self.in_liquid
and _self.touching_ground) then
return true
end
else
_self.liquid_recovery_cooldown = 5
return true
end
end
self:set_utility(func)
end)
-- WIP
-- Wandering
creatura.register_utility("animalia:wander", function(self)
local idle_max = 4
local move_chance = 3
local graze_chance = 16
--local iter = 1
local range = self.tracking_range
local center
local function func(mob)
local pos = mob.stand_pos
if mob:timer(2) then
--iter = iter < 3 and iter + 1 or 1 -- Iterate to 3, then reset to 1
-- Grazing Behavior
if mob.is_grazing_mob
and random(graze_chance) < 2 then
local yaw = mob.object:get_yaw()
if not yaw then return true end
local turf_pos = {
x = pos.x + -sin(yaw) * mob.width,
y = pos.y - 0.5,
z = pos.z + cos(yaw) * mob.width
}
if animalia.eat_turf(mob, turf_pos) then
add_break_particle(turf_pos)
creatura.action_idle(mob, 1, "eat")
end
end
-- Herding Behavior
if mob.is_herding_mob then
center = animalia.get_average_pos(get_group_positions(mob)) or pos
if vec_dist(pos, center) < range / 4 then
center = false
end
end
-- Skittish Behavior
if mob.is_skittish_mob then
local plyr = creatura.get_nearby_player(mob)
local plyr_alive, los, plyr_pos = mob:get_target(plyr)
if plyr_alive
and los then
center = vec_add(pos, vec_dir(plyr_pos, pos))
end
end
end
if not mob:get_action() then
if random(move_chance) < 2 then
animalia.action_walk(mob, 3, 0.2, "walk", center)
center = false
else
creatura.action_idle(mob, random(idle_max), "stand")
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:aerial_wander", function(self)
local function func(_self)
if not _self:get_action() then
local max_boids = self.max_boids or 0
if max_boids > 0 then
local pos2 = _self:get_wander_pos(1, 2)
animalia.action_move_boid(_self, pos2, 4, "animalia:move_no_gravity", 1, "fly")
else
animalia.action_wander_fly(_self, 2)
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:aquatic_wander_school", function(self)
local center = self.object:get_pos()
if not center then return end
local center_tick = 0
local water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"})
local steer_method = calc_steering_and_lift_aquatic
local function func(_self)
if #water_nodes < 1 then
if _self.is_aquatic_mob then
creatura.action_idle(_self, 1, "flop")
else
return true
end
end
if #water_nodes < 10 then
center_tick = center_tick - 1
if center_tick <= 0 then
center_tick = 30
end
center = self.object:get_pos()
if not center then return end
water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"})
end
if not _self:get_action() then
if _self.is_aquatic_mob
and not _self.in_liquid then
creatura.action_idle(_self, 1, "flop")
return
end
local pos2 = water_nodes[random(#water_nodes)]
animalia.action_move_boid(_self, pos2, 3, "animalia:move_no_gravity", 1, "swim", steer_method)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:aquatic_wander", function(self)
local center = self.object:get_pos()
if not center then return end
local center_tick = 0
local move_chance = 3
local idle_duration = 3
local water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"})
local function func(_self)
if #water_nodes < 1 then
if _self.is_aquatic_mob then
creatura.action_idle(_self, 1, "flop")
else
return true
end
end
if #water_nodes < 10 then
center_tick = center_tick - 1
if center_tick <= 0 then
center_tick = 30
end
center = self.object:get_pos()
if not center then return end
water_nodes = minetest.find_nodes_in_area(vec_sub(center, 4), vec_add(center, 4), {"group:water"})
end
if not _self:get_action() then
if _self.is_aquatic_mob
and not _self.in_liquid then
creatura.action_idle(_self, 1, "flop")
return
end
if random(move_chance) < 2 then
creatura.action_move(_self, water_nodes[random(#water_nodes)], 3, "animalia:steer_no_gravity", 0.5, "swim")
else
animalia.action_float(_self, random(idle_duration), "float")
end
end
end
self:set_utility(func)
end)
-- Environment Interaction
creatura.register_utility("animalia:eat_turf", function(self)
local action_init = false
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local yaw = _self.object:get_yaw()
local dir = vec_normal(yaw2dir(yaw))
local turf_pos = {
x = pos.x + dir.x * _self.width,
y = pos.y - 0.5,
z = pos.z + dir.z * _self.width
}
if not _self:get_action() then
if action_init then return true end
for name, sub_name in pairs(_self.consumable_nodes) do
if minetest.get_node(turf_pos).name == name then
add_break_particle(turf_pos)
minetest.set_node(turf_pos, {name = sub_name})
_self.collected = _self:memorize("collected", false)
creatura.action_idle(_self, 1, "eat")
action_init = true
break
end
end
if not action_init then return true end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:run_to_pos", function(self, pos2, timeout)
timeout = timeout or 3
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
if not pos2 then return true end
if not _self:get_action() then
local anim = (_self.animations["run"] and "run") or "walk"
animalia.action_walk(_self, 1, 1, anim, pos2)
end
timeout = timeout - _self.dtime
if timeout <= 0 then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:fly_to_roost", function(self)
local home = self.home_position
local roost = self.roost_action or creatura.action_idle
local is_home = self.is_roost or function(pos, home_pos)
if abs(pos.x - home_pos.x) < 0.5
and abs(pos.z - home_pos.z) < 0.5
and abs(pos.y - home_pos.y) < 0.75 then
return true
end
return false
end
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
if not home then return true end
if not _self:get_action() then
if is_home(pos, home) then
roost(_self, 1, "stand")
return
end
creatura.action_move(_self, home, 3, "animalia:steer_no_gravity", 1, "fly")
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:fly_to_land", function(self)
local landed = false
local function func(_self)
if not _self:get_action() then
if landed then return true end
if _self.touching_ground then
creatura.action_idle(_self, 0.5, "stand")
landed = true
else
local pos2 = _self:get_wander_pos_3d(3, 6)
if pos2 then
local dist2floor = creatura.sensor_floor(_self, 10, true)
pos2.y = pos2.y - dist2floor
creatura.action_move(_self, pos2, 3, "animalia:move_no_gravity", 0.6, "fly")
end
end
end
end
self:set_utility(func)
end)
-- Object Interaction
creatura.register_utility("animalia:follow_player", function(self, player, force)
local width = self.width
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local plyr_alive, line_of_sight, plyr_pos = _self:get_target(player)
if not plyr_alive
or (not _self:follow_wielded_item(player)
and not force) then return true end
local dist = vec_dist(pos, plyr_pos)
if not _self:get_action() then
local anim = "walk"
local speed = 0.5
if dist > self.tracking_range * 0.5 then
anim = "run"
speed = 1
end
if dist > width + 2
and _self:is_pos_safe(plyr_pos) then
if dist > self.tracking_range * 0.5
or not line_of_sight then
creatura.action_move(_self, plyr_pos, 4, "creatura:pathfind", speed, anim)
else
animalia.action_pursue(_self, player, 1, "animalia:steer", speed, anim)
end
else
creatura.action_idle(_self, 1)
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:flee_from_target", function(self, target, defend)
local attention = 5
local defend_cooldown = defend and 0
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local tgt_alive, los, tgt_pos = _self:get_target(target)
if not tgt_alive then self._puncher = nil return true end
attention = not los and attention - _self.dtime or 5
if attention <= 0 then self._puncher = nil return true end
local dist = vec_dist(pos, tgt_pos)
if dist > _self.tracking_range then self._puncher = nil return true end
defend_cooldown = defend and ((defend_cooldown > 0 and defend_cooldown - _self.dtime) or 0)
if defend
and defend_cooldown <= 0
and dist < _self.width + 1 then
animalia.action_punch_aoe(self, target)
defend_cooldown = 5
end
if not _self:get_action() then
local flee_dir = vec_dir(tgt_pos, pos)
local pos2 = _self:get_wander_pos(1, 2, flee_dir)
local anim = (_self.animations["run"] and "run") or "walk"
animalia.action_walk(_self, 1, 1, anim, pos2)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:horse_taming", function(self)
local trust = 5
local player = self.rider
local player_props = player and player:get_properties()
if not player_props then return end
local player_size = player_props.visual_size
local mob_size = self.visual_size
local adj_size = {
x = player_size.x / mob_size.x,
y = player_size.y / mob_size.y
}
if player_size.x ~= adj_size.x then
player:set_properties({
visual_size = adj_size
})
end
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
if not player or not creatura.is_alive(player) then return true end
-- Increase Taming progress while Players view is aligned with the Horses
local yaw, plyr_yaw = _self.object:get_yaw(), player:get_look_horizontal()
local yaw_diff = abs(diff(yaw, plyr_yaw))
trust = yaw_diff < pi / 3 and trust + _self.dtime or trust - _self.dtime * 0.5
if trust >= 10 then -- Tame
_self.owner = _self:memorize("owner", player:get_player_name())
animalia.protect_from_despawn(_self)
animalia.mount(_self, player)
animalia.particle_spawner(pos, "creatura_particle_green.png", "float")
elseif trust <= 0 then -- Fail
animalia.mount(_self, player)
animalia.particle_spawner(pos, "creatura_particle_red.png", "float")
end
-- Actions
if not _self:get_action() then
if random(3) < 2 then
creatura.action_idle(_self, 0.5, "punch_aoe")
else
animalia.action_walk(_self, 2, 0.75, "run")
end
end
-- Dismount
if not player
or player:get_player_control().sneak then
animalia.mount(_self, player)
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:attack_target", function(self, target)
local has_attacked = false
local has_warned = not self.warn_before_attack
local function func(mob)
local target_alive, _, target_pos = mob:get_target(target)
if not target_alive then return true end
local pos = mob.object:get_pos()
if not pos then return true end
if not mob:get_action() then
if has_attacked then return true, 2 end
local dist = vec_dist(pos, target_pos)
if dist > mob.width + 1 then
if not has_warned
and dist > mob.width + 2 then
local yaw = mob.object:get_yaw()
local yaw_to_target = minetest.dir_to_yaw(vec_dir(pos, target_pos))
if abs(diff(yaw, yaw_to_target)) > pi / 2 then
animalia.action_pursue(mob, target)
else
creatura.action_idle(mob, 0.5, "warn")
end
return
else
animalia.action_pursue(mob, target, 0.5)
end
else
animalia.action_melee(mob, target)
has_attacked = true
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:breed", function(self)
local mate
local timer = 0
local function func(mob)
mate = mate or animalia.get_nearby_mate(mob, mob.name)
if not mate then return true end
local pos, target_pos = mob.object:get_pos(), mate and mate:get_pos()
if not pos or not target_pos then return true end
local dist = vec_dist(pos, target_pos)
timer = dist < mob.width + 0.5 and timer + mob.dtime or timer
if timer > 2 then
local mate_entity = mate:get_luaentity()
mob.breeding = mob:memorize("breeding", false)
mob.breeding_cooldown = mob:memorize("breeding_cooldown", 300)
mate_entity.breeding = mate:memorize("breeding", false)
mate_entity.breeding_cooldown = mate:memorize("breeding_cooldown", 300)
animalia.particle_spawner(pos, "heart.png", "float")
for _ = 1, mob.birth_count or 1 do
if mob.add_child then
mob:add_child(mate_entity)
else
local object = minetest.add_entity(pos, mob.name)
local ent = object:get_luaentity()
ent.growth_scale = 0.7
animalia.initialize_api(ent)
animalia.protect_from_despawn(ent)
end
end
end
if not mob:get_action() then
animalia.action_pursue(mob, mate)
end
end
self:set_utility(func)
end)
-- Move to/Interact
creatura.register_utility("animalia:fly_to_pos_and_interact", function(self, find_node,
interact, anim, cooldown)
local interact_complete = false
local timeout = 8
local pos2
local function func(_self)
if not find_node or not interact then return true, cooldown end
local pos = _self.object:get_pos()
pos2 = pos2 or find_node(_self)
if not pos or not pos2 then return true, cooldown end
if not _self:get_action() then
if interact_complete then return true, cooldown end
local dist = vec_dist(pos, pos2)
if dist > max(_self.width, 0.5) + 1 then
creatura.action_move(_self, pos2, 3, "animalia:move_no_gravity", 1, "fly")
else
if interact(_self, pos2) then
if not _self:get_action() then
creatura.action_idle(_self, 1, anim)
end
interact_complete = true
else
return true, cooldown
end
end
end
timeout = timeout - _self.dtime
if timeout <= 0 then return true, cooldown end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:walk_to_pos_and_interact", function(self, find_node,
interact, anim, cooldown)
local interact_complete = false
local timeout = 8
local pos2
local function func(_self)
if not find_node or not interact then return true, cooldown end
local pos = _self.object:get_pos()
pos2 = pos2 or find_node(_self)
if not pos or not pos2 then return true, cooldown end
if not _self:get_action() then
if interact_complete then return true, cooldown end
local dist = vec_dist(pos, pos2)
if dist > max(_self.width, 0.5) + 1 then
creatura.action_move(_self, pos2, 4, "creatura:pathfind")
else
if interact(_self, pos2) then
if not _self:get_action() then
creatura.action_idle(_self, 1, anim)
end
interact_complete = true
else
return true, cooldown
end
end
end
timeout = timeout - _self.dtime
if timeout <= 0 then return true, cooldown end
end
self:set_utility(func)
end)
-- Hunting Behavior
creatura.register_utility("animalia:raptor_hunt", function(self, target)
local attack_cooldown = 0
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local tgt_alive, los, tgt_pos = _self:get_target(target)
if not tgt_alive then return end
attack_cooldown = (attack_cooldown > 0 and attack_cooldown - _self.dtime) or 0
if not _self:get_action() then
local tgt_overhead = {
x = tgt_pos.x,
y = tgt_pos.y + 6,
z = tgt_pos.z
}
local dist = vec_dist(pos, tgt_overhead)
if dist > 8 then
creatura.action_move(_self, tgt_overhead, 2, "animalia:steer_no_gravity", 0.75, "fly")
elseif not los
or attack_cooldown > 0 then
animalia.action_soar(_self, tgt_overhead, 3, 0.5)
else
animalia.action_dive_attack(_self, target, 6)
attack_cooldown = 12
end
end
end
self:set_utility(func)
end)
-- Domesticated Behavior
creatura.register_utility("animalia:stay", function(self)
local function func(_self)
local order = _self.order or "wander"
if order ~= "sit" then return true end
if not _self:get_action() then
creatura.action_idle(_self, 1, "sit")
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:play_with_player", function(self, player)
local play_init = false
local width = self.width
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local plyr_alive, _, plyr_pos = _self:get_target(player)
if not plyr_alive
or _self.trust_cooldown > 0 then return true end
local dist = vec_dist(pos, plyr_pos)
if dist < width + 0.5
and not play_init then
creatura.action_idle(_self, 0.5, "play")
_self.object:add_velocity({x = 0, y = 2, z = 0})
animalia.particle_spawner(pos, "heart.png", "float")
animalia.add_trust(_self, player, 1)
play_init = true
end
if not _self:get_action() then
if play_init then return true end
animalia.action_pursue(_self, player, 1, "creatura:obstacle_avoidance")
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:bother_player", function(self, player)
local width = self.width
local play_init = false
local timeout = 5
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local plyr_alive, _, plyr_pos = _self:get_target(player)
if not plyr_alive then return true end
local dist = vec_dist(pos, plyr_pos)
if not _self:get_action() then
if play_init then return true end
if dist > width then
animalia.action_pursue(_self, player, 3, "creatura:pathfind", 0.75)
else
creatura.action_idle(_self, 0.5, "play")
play_init = true
end
end
timeout = timeout - _self.dtime
if timeout <= 0 then return true end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:mount_horse", function(self, player)
local player_props = player and player:get_properties()
if not player_props then return end
local player_size = player_props.visual_size
local mob_size = self.visual_size
local adj_size = {
x = player_size.x / mob_size.x,
y = player_size.y / mob_size.y
}
if player_size.x ~= adj_size.x then
player:set_properties({
visual_size = adj_size
})
end
local function func(_self)
if not creatura.is_alive(player) then
return true
end
local anim = "stand"
local speed_x = 0
local tyaw = player:get_look_horizontal()
local control = player:get_player_control()
local vel = _self.object:get_velocity()
if not tyaw then return end
animate_player(player, "sit", 30)
if _self:timer(1) then
player_props = player and player:get_properties()
if player_props.visual_size.x ~= adj_size.x then
player:set_properties({
visual_size = adj_size
})
end
end
if control.up then
speed_x = 1
anim = "walk"
if control.aux1 then
speed_x = 1.5
anim = "run"
end
end
-- Jump Control
if control.jump
and _self.touching_ground
and vel.y < 1 then
_self.object:add_velocity({
x = 0,
y = _self.jump_power * 2,
z = 0
})
elseif not _self.touching_ground then
speed_x = speed_x * 0.75
end
-- Rear Animation when jumping
if not _self.touching_ground
and not _self.in_liquid
and vel.y > 0 then
anim = "rear"
end
-- Steering
local yaw = _self.object:get_yaw()
_self.head_tracking = nil
animalia.move_head(_self, tyaw, 0)
if speed_x > 0 and control.left then tyaw = tyaw + pi * 0.25 end
if speed_x > 0 and control.right then tyaw = tyaw - pi * 0.25 end
if abs(yaw - tyaw) > 0.1 then
_self:turn_to(tyaw, _self.turn_rate)
end
_self:set_forward_velocity(_self.speed * speed_x)
_self:animate(anim)
if control.sneak
or not _self.rider then
animalia.mount(_self, player)
return true
end
end
self:set_utility(func)
end)
-- Misc
creatura.register_utility("animalia:flop", function(self)
local function func(_self)
if _self.in_liquid then
return true
end
if not _self:get_action() then
creatura.action_idle(_self, 0.1, "flop")
end
_self:set_vertical_velocity(0)
_self:set_gravity(-9.8)
end
self:set_utility(func)
end)
-- Global Utilities
animalia.global_utils = {
["basic_follow"] = {
utility = "animalia:follow_player",
get_score = function(self)
local lasso_tgt = self._lassod_to
local lasso = type(lasso_tgt) == "string" and minetest.get_player_by_name(lasso_tgt)
local force = lasso and lasso ~= false
local player = (force and lasso) or creatura.get_nearby_player(self)
if player
and (self:follow_wielded_item(player)
or force) then
return 0.4, {self, player, force}
end
return 0
end
},
["basic_flee"] = {
utility = "animalia:flee_from_target",
get_score = function(self)
local puncher = self._puncher
if puncher
and puncher:get_pos() then
return 0.6, {self, puncher}
end
self._puncher = nil
return 0
end
}
}