animalia/api/behaviors.lua

1652 lines
45 KiB
Lua

---------------
-- Behaviors --
---------------
-- Math --
local abs = math.abs
local random = math.random
local ceil = math.ceil
local floor = math.floor
local sin = math.sin
local cos = math.cos
local rad = math.rad
local function clamp(val, min, max)
if val < min then
val = min
elseif max < val then
val = max
end
return val
end
-- Vector Math --
local vec_dist = vector.distance
local vec_dir = vector.direction
local vec_sub = vector.subtract
local vec_add = vector.add
local vec_multi = vector.multiply
local vec_normal = vector.normalize
local function vec_center(v)
return {x = floor(v.x + 0.5), y = floor(v.y + 0.5), z = floor(v.z + 0.5)}
end
local function vec_raise(v, n)
return {x = v.x, y = v.y + n, z = v.z}
end
local yaw2dir = minetest.yaw_to_dir
local dir2yaw = minetest.dir_to_yaw
--------------
-- Settings --
--------------
------------
-- Tables --
------------
local is_solid = {}
minetest.register_on_mods_loaded(function()
for name in pairs(minetest.registered_nodes) do
if name ~= "air" and name ~= "ignore" then
if minetest.registered_nodes[name].walkable
or minetest.registered_nodes[name].drawtype == "liquid" then
is_flyable[name] = true
if minetest.registered_nodes[name].walkable then
is_solid[name] = true
else
is_liquid[name] = true
end
end
end
end
end)
---------------------
-- Local Utilities --
---------------------
local moveable = creatura.is_pos_moveable
local fast_ray_sight = creatura.fast_ray_sight
local get_node_def = creatura.get_node_def
local get_ground_level = creatura.get_ground_level
local function get_ceiling_positions(pos, range)
local walkable = minetest.find_nodes_in_area(
{x = pos.x + range, y = pos.y + range, z = pos.z + range},
{x = pos.x - range, y = pos.y, z = pos.z - range},
animalia.walkable_nodes
)
if #walkable < 1 then return {} end
local output = {}
for i = 1, #walkable do
local i_pos = walkable[i]
local under = {
x = i_pos.x,
y = i_pos.y - 1,
z = i_pos.z
}
if minetest.get_node(under).name == "air"
and creatura.get_node_def(i_pos).walkable then
table.insert(output, i_pos)
end
end
return output
end
local function get_collision(self, yaw)
local width = self.width
local height = self.height
local pos = self.object:get_pos()
if not pos then return end
pos.y = pos.y + 1
local pos2 = vec_add(pos, vec_multi(yaw2dir(yaw), width + 5))
for x = -width, width, width / ceil(width) do
for y = 0, height, height / ceil(height) do
local vec1 = {
x = cos(yaw) * ((pos.x + x) - pos.x) + pos.x,
y = pos.y + y,
z = sin(yaw) * ((pos.x + x) - pos.x) + pos.z
}
local vec2 = {
x = cos(yaw) * ((pos2.x + x) - pos2.x) + pos2.x,
y = vec1.y,
z = sin(yaw) * ((pos2.x + x) - pos2.x) + pos2.z
}
local ray = minetest.raycast(vec1, vec2, false, true)
for pointed_thing in ray do
if pointed_thing
and pointed_thing.type == "node" then
return true, pointed_thing.intersection_point
end
end
end
end
return false
end
local function get_obstacle_avoidance(self, goal)
local width = self.width
local height = self.height
local pos = self.object:get_pos()
if not pos then return end
pos.y = pos.y + 1
local yaw2goal = dir2yaw(vec_dir(pos, goal))
local collide, col_pos = get_collision(self, yaw2goal)
if not collide then return end
local avd_pos
for i = 45, 180, 45 do
local angle = rad(i)
local dir = vec_multi(yaw2dir(yaw2goal + angle), width)
avd_pos = vec_center(vec_add(pos, dir))
if not get_collision(self, yaw2goal) then
break
end
angle = -rad(i)
dir = vec_multi(yaw2dir(yaw2goal + angle), width)
avd_pos = vec_center(vec_add(pos, dir))
if not get_collision(self, yaw2goal) then
break
end
end
if col_pos.y - (pos.y + height * 0.5) > 1 then
avd_pos.y = avd_pos.y - 3
elseif (pos.y + height * 0.5) - col_pos.y > 1 then
avd_pos.y = avd_pos.y + 3
end
return avd_pos
end
local function get_boid_members(pos, radius, name, texture_no)
local objects = minetest.get_objects_inside_radius(pos, radius)
if #objects < 2 then return {} end
local members = {}
local max_boid = minetest.registered_entities[name].max_boids or 7
for i = 1, #objects do
if #members > max_boid then break end
local object = objects[i]
if object:get_luaentity()
and object:get_luaentity().name == name
and object:get_luaentity().texture_no == texture_no then
object:get_luaentity().boid_heading = rad(random(360))
table.insert(members, object)
end
end
return members
end
----------------------
-- Movement Methods --
----------------------
-- Flying --
creatura.register_movement_method("animalia:fly_obstacle_avoidance", function(self, goal)
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, ceil(self.width))
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end
self:animate("fly")
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box(waypoint, box) then
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
goal_dir = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
self:set_vertical_velocity((self.speed or 2) * goal_dir.y)
end
return func
end)
creatura.register_movement_method("animalia:fly_pathfind", function(self, goal)
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, ceil(self.width))
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if self:pos_in_box(goal, box) then
self:halt()
return true
end
self:animate("fly")
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or self:pos_in_box(waypoint, box) then
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
-- There's an obstruction, time to find a path
if #path < 1 then
path = creatura.find_theta_path(self, pos, goal, self.width, self.height, 300, false, true) or {}
else
waypoint = path[2] or path[1]
end
goal_dir = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
self:set_vertical_velocity((self.speed or 2) * goal_dir.y)
end
return func
end)
-- Swimming --
creatura.register_movement_method("animalia:swim_obstacle_avoidance", function(self, goal)
local waypoint
local tick = 0.15
local box = clamp(self.width, 0.5, ceil(self.width))
local function func(self)
if self.in_liquid then
self:set_gravity(-9.8)
return true
end
local pos = self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < self.width * 1.33 then
self:halt()
return true
end
self:animate("swim")
tick = tick - self.dtime
if tick <= 0 then
if not waypoint
or vec_dist(pos, waypoint) < self.width * 1.33 then
waypoint = get_obstacle_avoidance(self, goal)
end
tick = 0.15
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if waypoint then
goal_dir = vec_dir(pos, waypoint)
end
local yaw = self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
if abs(yaw - goal_yaw) > 0.1 then
self:turn_to(goal_yaw, self.turn_rate or 6)
end
-- Set Velocity
self:set_forward_velocity(self.speed or 2)
self:set_vertical_velocity((self.speed or 2) * goal_dir.y)
end
return func
end)
-------------
-- Actions --
-------------
function animalia.action_fall(self)
local function func(self)
self:animate("fall")
self:set_gravity(-1)
local vel = self.object:get_velocity()
if vel.y < -3.8 then
self:set_vertical_velocity(-0.1)
end
self._fall_start = nil
if self.touching_ground then
return true
end
end
self:set_action(func)
end
function animalia.action_punch(self, target)
local function func(self)
if not creatura.is_alive(target) then
return true
end
local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
local tpos = target:get_pos()
local dir = vector.direction(pos, tpos)
local tyaw = minetest.dir_to_yaw(dir)
self:turn_to(tyaw)
if self.touching_ground then
self:animate("leap")
local jump_vel = vec_multi(dir, self.speed)
jump_vel.y = 3
self.object:add_velocity(jump_vel)
end
if vec_dist(pos, tpos) < 2 then
self:punch_target(target)
return true
end
end
self:set_action(func)
end
function animalia.action_latch_to_ceil(self, time, anim)
local timer = time
local function func(self)
self:halt()
self:set_forward_velocity(0)
self:set_vertical_velocity(9)
self:set_gravity(3)
self:animate(anim or "latch")
timer = timer - self.dtime
if timer <= 0 then
return true
end
end
self:set_action(func)
end
function animalia.action_boid_move(self, pos2, timeout, method, speed_factor, anim)
local boids = get_boid_members(self.object:get_pos(), 6, self.name, self.texture_no)
local timer = timeout
local goal = pos2
local function func(self)
local pos = self.object:get_pos()
timer = timer - self.dtime
if #boids > 2 then
local boid_angle, boid_lift = creatura.get_boid_angle(self, boids, 6)
if boid_angle then
local dir2goal = vec_dir(pos, goal)
local yaw2goal = minetest.dir_to_yaw(dir2goal)
boid_angle = boid_angle + (yaw2goal - boid_angle) * 0.25
local boid_dir = minetest.yaw_to_dir(boid_angle)
if boid_lift then
boid_dir.y = boid_lift + (vec_dir(pos, goal).y - boid_lift) * 0.25
else
boid_dir.y = vec_dir(pos, goal).y
end
boid_dir = vector.normalize(boid_dir)
goal = vec_add(pos, vec_multi(boid_dir, vec_dist(pos, goal)))
end
end
if timer <= 0
or self:move_to(goal, method or "animalia:fly_obstacle_avoidance", speed_factor or 1) then
self:halt()
return true
end
self:animate(anim or "fly")
end
self:set_action(func)
end
function animalia.action_boid_walk(self, pos2, timeout, method, speed_factor, anim)
local boids = creatura.get_boid_members(self.object:get_pos(), 12, self.name)
local timer = timeout
local goal = pos2
local function func(self)
local pos = self.object:get_pos()
timer = timer - self.dtime
if #boids > 2 then
local boid_angle = creatura.get_boid_angle(self, boids, 12)
if boid_angle then
local dir2goal = vec_dir(pos, goal)
local yaw2goal = minetest.dir_to_yaw(dir2goal)
boid_angle = boid_angle + (yaw2goal - boid_angle) * 0.15
local boid_dir = minetest.yaw_to_dir(boid_angle)
pos2 = get_ground_level(vec_add(pos, vec_multi(boid_dir, 4)), 2)
end
end
if timer <= 0
or not self:is_pos_safe(pos2)
or self:move_to(pos2, method or "creatura:obstacle_avoidance", speed_factor or 1) then
self:halt()
return true
end
self:animate(anim or "walk")
end
self:set_action(func)
end
function animalia.action_swim(self, pos, timeout, method, speed_factor, anim)
local timer = timeout or 4
local function func(self)
timer = timer - self.dtime
if timer <= 0
or self:pos_in_box(pos) then
self:halt()
self:set_gravity(0)
return true
end
self:move(pos, method or "animalia:swim_obstacle_avoidance", speed_factor or 0.5, anim)
self:set_gravity(0)
end
self:set_action(func)
end
function animalia.action_horse_spin(self, speed, anim)
local tyaw = random(math.pi * 2)
local function func(self)
self:set_gravity(-9.8)
self:halt()
self:animate(anim or "stand")
self:turn_to(tyaw, speed)
if abs(tyaw - self.object:get_yaw()) < 0.1 then
return true
end
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
local pos = self.object:get_pos()
if not pos then return end
timer = timer - self.dtime
if timer <= 0 then return true end
if not goal
or (line_of_sight
and vec_dist(goal, tgt_pos) > 3) then
goal = tgt_pos
end
goal.y = creatura.get_ground_level(pos, 3).y
if timer <= 0
or self:move_to(goal, method or "creatura:obstacle_avoidance", speed_factor or 0.5) then
self:halt()
return true
end
self:animate(anim or "walk")
end
self:set_action(func)
end
------------------------
-- Register Utilities --
------------------------
-- Wander
creatura.register_utility("animalia:wander", function(self, group)
local idle_time = 3
local move_probability = 5
local far_from_group = false
local group_tick = 1
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
if not self:get_action() then
local goal
local move = random(move_probability) < 2
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
goal = self.lasso_pos
end
if not goal
and move then
goal = self:get_wander_pos(1, 2)
end
if group
and goal
and group_tick > 3 then
local range = self.tracking_range * 0.5
local group_positions = animalia.get_group_positions(self.name, pos, range + 1)
if #group_positions > 2 then
local center = animalia.get_average_pos(group_positions)
if center
and vec_dist(pos, center) > range * 0.33
or vec_dist(goal, center) > range * 0.33 then
goal = center
far_from_group = true
else
far_from_group = false
end
end
group_tick = 0
end
if (move
and goal)
or far_from_group then
creatura.action_walk(self, goal, 2, "creatura:obstacle_avoidance")
else
creatura.action_idle(self, idle_time)
end
if group then
group_tick = group_tick + 1
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:skittish_wander", function(self)
local idle_time = 3
local move_probability = 3
local force_move = false
local avoid_tick = 1
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
if not self:get_action() then
local goal
local move = random(move_probability) < 2
if avoid_tick > 3
and move then
local range = self.tracking_range * 0.5
local player = creatura.get_nearby_player(self)
if player then
local target_alive, line_of_sight, player_pos = self:get_target(player)
if target_alive
and line_of_sight
and vec_dist(pos, player_pos) < 8 then
force_move = true
local dir = vec_dir(player_pos, pos)
goal = self:get_wander_pos(2, 3, dir)
end
end
avoid_tick = 0
end
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
goal = self.lasso_pos
end
if not goal
and move then
goal = self:get_wander_pos(4, 4)
end
if move
and goal then
creatura.action_walk(self, goal, 3, "creatura:obstacle_avoidance", 0.35)
else
creatura.action_idle(self, idle_time)
end
avoid_tick = avoid_tick + 1
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:skittish_boid_wander", function(self)
local idle_time = 3
local move_probability = 3
local group_tick = 0
local force_move = false
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local goal
if self:timer(3) then
local range = self.tracking_range * 0.5
local group_positions = animalia.get_group_positions(self.name, pos, range + 1)
if #group_positions > 2 then
local center = animalia.get_average_pos(group_positions)
if center
and vec_dist(pos, center) > range then
goal = center
force_move = true
else
force_move = false
end
else
force_move = false
end
group_tick = 2
local player = creatura.get_nearby_player(self)
if player then
local target_alive, line_of_sight, player_pos = self:get_target(player)
if target_alive
and line_of_sight
and vec_dist(pos, player_pos) < 8 then
force_move = true
local dir = vec_dir(player_pos, pos)
goal = self:get_wander_pos(2, 3, dir)
end
end
end
if not self:get_action() then
local move = random(move_probability) < 2
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
goal = self.lasso_pos
end
if not goal
and move then
goal = self:get_wander_pos(4, 4)
end
if move
and goal then
animalia.action_boid_walk(self, goal, 6, "creatura:obstacle_avoidance", 0.35)
else
creatura.action_idle(self, idle_time)
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:boid_wander", function(self, group)
local idle_time = 3
local move_probability = 5
local group_tick = 1
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
if not self:get_action() then
local goal
local move = random(move_probability) < 2
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
goal = self.lasso_pos
end
if not goal
and move then
goal = self:get_wander_pos(1, 2)
end
if group
and goal
and group_tick > 3 then
local range = self.tracking_range * 0.5
local group_positions = animalia.get_group_positions(self.name, pos, range + 1)
if #group_positions > 2 then
local center = animalia.get_average_pos(group_positions)
if center
and vec_dist(pos, center) > range * 0.33
or vec_dist(goal, center) > range * 0.33 then
goal = center
far_from_group = true
else
far_from_group = false
end
end
group_tick = 0
end
if (move
or far_from_group)
and goal then
animalia.action_boid_walk(self, goal, 2, "creatura:obstacle_avoidance", 0.35)
else
creatura.action_idle(self, idle_time)
end
group_tick = group_tick + 1
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:wander_water_surface", function(self)
local idle_time = 3
local move_probability = 3
local function func(self)
if not self.in_liquid then return true end
local pos = self.object:get_pos()
if not pos then return end
local random_goal = self:get_wander_pos_3d(1, 3)
if not self:get_action() then
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
random_goal = self.lasso_pos
end
if random(move_probability) < 2
and random_goal then
animalia.action_swim(self, random_goal)
else
creatura.action_idle(self, idle_time, "float")
end
end
self:set_gravity(0)
end
self:set_utility(func)
end)
-- "Eat" nodes
creatura.register_utility("animalia:eat_from_turf", function(self)
local action_init = false
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local look_dir = yaw2dir(self.object:get_yaw())
local under = vec_add(pos, vec_multi(look_dir, self.width))
under.y = pos.y - 0.5
if not action_init then
for i, node in ipairs(self.consumable_nodes) do
if node.name == minetest.get_node(under).name then
minetest.set_node(under, {name = node.replacement})
local def = minetest.registered_nodes[node.name]
local texture = def.tiles[1]
texture = texture .. "^[resize:8x8"
minetest.add_particlespawner({
amount = 6,
time = 0.1,
minpos = vector.new(
pos.x - 0.5,
pos.y + 0.1,
pos.z - 0.5
),
maxpos = vector.new(
pos.x + 0.5,
pos.y + 0.1,
pos.z + 0.5
),
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,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = texture,
})
self.gotten = false
self:memorize("gotten", self.gotten)
if not self:get_action() then
creatura.action_idle(self, 1, "eat")
action_init = true
end
break
elseif i == #self.consumable_nodes then
return true
end
end
elseif not self:get_action() then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:eat_bug_nodes", function(self)
local timer = 0.2
local pos = self.object:get_pos()
if not pos then return end
local food = minetest.find_nodes_in_area(vec_sub(pos, 1.5), vec_add(pos, 1.5), self.follow)
local function func(self)
pos = self.object:get_pos()
if food[1] then
local dist = vector.distance(pos, food[1])
local dir = vec_dir(pos, food[1])
local frame = floor(dist * 10)
self:turn_to(dir2yaw(dir))
if frame < 15
and frame > 1 then
animalia.move_head(self, dir2yaw(dir), dir.y)
creatura.action_idle(self, 0.1, "tongue_" .. frame)
timer = timer - self.dtime
elseif not self:get_action() then
local pos2 = vec_add(food[1], vec_multi(vec_normal(vec_dir(food[1], pos)), 0.25))
creatura.action_walk(self, pos2)
end
else
return true
end
if timer <= 0
and food[1] then
minetest.remove_node(food[1])
return true
end
end
self:set_utility(func)
end)
-- Escape Water
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 vector.distance(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)
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)
-- Player Interaction
creatura.register_utility("animalia:flee_from_player", function(self, player, range)
range = range or self.tracking_range
local function func(self)
local target_alive, line_of_sight, tpos = self:get_target(player)
if not target_alive then return true end
local pos = self.object:get_pos()
if not pos then return end
local dir = vec_dir(pos, tpos)
local escape_pos = vec_add(pos, vec_multi(vec_add(dir, {x = random(-10, 10) * 0.1, y = 0, z = random(-10, 10) * 0.1}), -3))
if not self:get_action() then
escape_pos = get_ground_level(escape_pos, 1)
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
escape_pos = self.lasso_pos
end
creatura.action_walk(self, escape_pos, 2, "creatura:obstacle_avoidance", 1, "run")
end
if vec_dist(pos, tpos) > range then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:boid_flee_from_player", function(self, player, group)
local mobs_in_group = animalia.get_group(self)
if group then
if #mobs_in_group > 0 then
for i = 1, #mobs_in_group do
local mob = mobs_in_group[i]
mob:get_luaentity():initiate_utility("animalia:boid_flee_from_player", mob:get_luaentity(), player)
mob:get_luaentity():set_utility_score(1)
end
end
end
local function func(self)
local target_alive, line_of_sight, tpos = self:get_target(player)
if not target_alive then return true end
local pos = self.object:get_pos()
if not pos then return end
local dir = vec_dir(pos, tpos)
local escape_pos = vec_add(pos, vec_multi(vec_add(dir, {x = random(-10, 10) * 0.1, y = 0, z = random(-10, 10) * 0.1}), -3))
if not self:get_action() then
escape_pos = get_ground_level(escape_pos, 1)
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
escape_pos = self.lasso_pos
end
if escape_pos then
animalia.action_boid_walk(self, escape_pos, 6, "creatura:obstacle_avoidance", 1)
end
end
if vec_dist(pos, tpos) > self.tracking_range + (#mobs_in_group or 0) then
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:flee_to_water", function(self)
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local water = minetest.find_nodes_in_area_under_air(vec_sub(pos, 3), vec_add(pos, 3), {"default:water_source"})
if water[1]
and vec_dist(pos, water[1]) < 0.5 then
return true
end
if water[1]
and not self:get_action() then
creatura.action_walk(self, water[1])
else
return true
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:follow_player", function(self, player, force)
local function func(self)
local player_alive, line_of_sight, tpos = self:get_target(player)
-- Return if player is dead, not holding food, or behavior isn't forced
if not player_alive
or (not self:follow_wielded_item(player)
and not force) then
return true
end
local pos = self.object:get_pos()
if not pos then return end
local dist = vec_dist(pos, tpos)
if dist > self.tracking_range then
return true
end
if not self:get_action() then
if dist > self:get_hitbox(self)[4] + 1.5 then
animalia.action_pursue(self, player, 6, "creatura:pathfind", 1, "walk")
else
creatura.action_idle(self, 0.1, "stand")
end
end
self.head_tracking = player
end
self:set_utility(func)
end)
creatura.register_utility("animalia:sporadic_flee", function(self)
local timer = 18
self:clear_action()
if group then
local mobs_in_group = animalia.get_group(self)
if #mobs_in_group > 0 then
for i = 1, #mobs_in_group do
local mob = mobs_in_group[i]
animalia.bh_flee(mob:get_luaentity())
end
end
end
local function func(self)
local pos = self.object:get_pos()
if not pos then return end
local random_goal = {
x = pos.x + random(-4, 4),
y = pos.y,
z = pos.z + random(-4, 4)
}
if not self:get_action() then
random_goal = get_ground_level(random_goal, 1)
local node = minetest.get_node(random_goal)
if minetest.registered_nodes[node.name].drawtype == "liquid"
or minetest.registered_nodes[node.name].walkable then
return
end
if self.lasso_pos
and vec_dist(pos, self.lasso_pos) > 10 then
random_goal = self.lasso_pos
end
self._movement_data.speed = self.speed * 1.5
creatura.action_walk(self, random_goal, 4, "creatura:obstacle_avoidance", 1.5)
end
timer = timer - self.dtime
if timer <= 0 then
return true
end
end
self:set_utility(func)
end)
-- Mob Interaction
creatura.register_utility("animalia:mammal_breed", function(self)
local mate = animalia.get_nearby_mate(self, self.name)
if not mate then self.breeding = false return end
local breeding_time = 0
local function func(self)
if not creatura.is_alive(mate) then
return true
end
local pos = self:get_center_pos()
if not pos then return end
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - abs(self:get_hitbox(self)[4])
if dist < 1.75 then
breeding_time = breeding_time + self.dtime
end
if breeding_time >= 2 then
if self.gender == "female" then
for i = 1, self.birth_count or 1 do
local object = minetest.add_entity(pos, self.name)
local ent = object:get_luaentity()
ent.growth_scale = 0.7
animalia.initialize_api(ent)
animalia.protect_from_despawn(ent)
end
end
self.breeding = false
self.breeding_cooldown = 300
self:memorize("breeding", self.breeding)
self:memorize("breeding_time", self.breeding_time)
self:memorize("breeding_cooldown", self.breeding_cooldown)
local minp = vector.subtract(pos, 1)
local maxp = vec_add(pos, 1)
animalia.particle_spawner(pos, "heart.png", "float", minp, maxp)
return true
end
if not self:get_action() then
creatura.action_walk(self, tpos)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:horse_breed", function(self)
local mate = animalia.get_nearby_mate(self, self.name)
if not mate then self.breeding = false return end
local breeding_time = 0
local function func(self)
if not creatura.is_alive(mate) then
return true
end
local pos = self:get_center_pos()
if not pos then return end
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - abs(self:get_hitbox(self)[4])
if dist < 1.75 then
breeding_time = breeding_time + self.dtime
end
if breeding_time >= 2 then
if self.gender == "female" then
local object = minetest.add_entity(pos, self.name)
object:get_luaentity().growth_scale = 0.7
local ent = object:get_luaentity()
local tex_no = self.texture_no
if random(2) < 2 then
tex_no = mate:get_luaentity().texture_no
end
ent:memorize("texture_no", tex_no)
ent:memorize("speed", random(mate:get_luaentity().speed, self.speed))
ent:memorize("jump_power", random(mate:get_luaentity().jump_power, self.jump_power))
ent:memorize("max_hp", random(mate:get_luaentity().max_hp, self.max_hp))
ent.speed = ent:recall("speed")
ent.jump_power = ent:recall("jump_power")
ent.max_hp = ent:recall("max_hp")
animalia.initialize_api(ent)
animalia.protect_from_despawn(ent)
end
self.breeding = false
self.breeding_cooldown = 300
self:memorize("breeding", self.breeding)
self:memorize("breeding_time", self.breeding_time)
self:memorize("breeding_cooldown", self.breeding_cooldown)
local minp = vector.subtract(pos, 1)
local maxp = vec_add(pos, 1)
animalia.particle_spawner(pos, "heart.png", "float", minp, maxp)
return true
end
if not self:get_action() then
creatura.action_walk(self, tpos)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:bird_breed", function(self)
local mate = animalia.get_nearby_mate(self, self.name)
if not mate then self.breeding = false return end
local breeding_time = 0
local function func(self)
if not creatura.is_alive(mate) then
return true
end
local pos = self:get_center_pos()
if not pos then return end
local tpos = mate:get_pos()
local dist = vec_dist(pos, tpos) - abs(self:get_hitbox(self)[4])
if dist < 1.75 then
breeding_time = breeding_time + self.dtime
end
if breeding_time >= 2 then
if self.gender == "female" then
minetest.add_particlespawner({
amount = 6,
time = 0.25,
minpos = {x = pos.x - 7/16, y = pos.y - 5/16, z = pos.z - 7/16},
maxpos = {x = pos.x + 7/16, y = pos.y - 5/16, z = pos.z + 7/16},
minvel = vector.new(-1, 2, -1),
maxvel = vector.new(1, 5, 1),
minacc = vector.new(0, -9.81, 0),
maxacc = vector.new(0, -9.81, 0),
collisiondetection = true,
texture = "animalia_egg_fragment.png",
})
for i = 1, self.birth_count or 1 do
local object = minetest.add_entity(pos, self.name)
local ent = object:get_luaentity()
ent.growth_scale = 0.7
animalia.initialize_api(ent)
animalia.protect_from_despawn(ent)
end
end
self.breeding = false
self.breeding_cooldown = 300
self:memorize("breeding", self.breeding)
self:memorize("breeding_time", self.breeding_time)
self:memorize("breeding_cooldown", self.breeding_cooldown)
local minp = vector.subtract(pos, 1)
local maxp = vec_add(pos, 1)
animalia.particle_spawner(pos, "heart.png", "float", minp, maxp)
return true
end
if not self:get_action() then
creatura.action_walk(self, tpos)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:attack", function(self, target, group)
local punch_init = false
if group then
local allies = creatura.get_nearby_entities(self, self.name)
if #allies > 0 then
for i = 1, #allies do
allies[i]:get_luaentity():initiate_utility("animalia:attack", allies[i]:get_luaentity(), target)
allies[i]:get_luaentity():set_utility_score(1)
end
end
end
local function func(self)
local target_alive, line_of_sight, tpos = self:get_target(target)
if not target_alive then
return true
end
local pos = self.object:get_pos()
if not pos then return end
local dist = vec_dist(pos, tpos)
if not self:get_action() then
if punch_init then return true end
--if dist > self:get_hitbox(self)[4] then
creatura.action_walk(self, tpos, 6, "creatura:theta_pathfind", 1)
--end
end
if dist <= self:get_hitbox(self)[4] + 1
and not punch_init then
animalia.action_punch(self, target)
punch_init = true
end
end
self:set_utility(func)
end)
-- Flight
creatura.register_utility("animalia:aerial_flock", function(self, scale)
local range = ceil(8 * scale)
local function func(self)
if self:timer(2)
and self.stamina <= 0 then
local boids = get_boid_members(self.object:get_pos(), 6, self.name, self.texture_no)
if #boids > 1 then
for i = 1, #boids do
local boid = boids[i]
local ent = boid:get_luaentity()
ent.stamina = ent:memorize("stamina", 0)
ent.is_landed = ent:memorize("is_landed", true)
end
end
end
local dist2floor = creatura.sensor_floor(self, 2, true)
local dist2ceil = creatura.sensor_ceil(self, 2, true)
if self.in_liquid then
dist2floor = 0
dist2ceil = 2
end
if dist2floor < 2
and dist2ceil < 2 then
self.is_landed = true
return true
end
if not self:get_action()
or (dist2floor < 2
or dist2ceil < 2) then
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self:get_wander_pos_3d(1, range)
if dist2ceil < 2 then
pos2.y = pos.y - 1
end
if dist2floor < 2 then
pos2.y = pos.y + 1
end
if self.in_liquid then
pos2.y = pos.y + 2
end
animalia.action_boid_move(self, pos2, 2, "animalia:fly_obstacle_avoidance", 1)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:aerial_swarm", function(self, scale)
local function func(self)
if self:timer(2)
and self.stamina <= 0 then
local boids = creatura.get_boid_members(self.object:get_pos(), 6, self.name)
if #boids > 1 then
for i = 1, #boids do
local boid = boids[i]
local ent = boid:get_luaentity()
ent.stamina = ent:memorize("stamina", 0)
ent.is_landed = ent:memorize("is_landed", true)
end
end
end
local dist2floor = creatura.sensor_floor(self, 2, true)
local dist2ceil = creatura.sensor_ceil(self, 2, true)
if self.in_liquid then
dist2floor = 0
dist2ceil = 2
end
if not self:get_action()
or (dist2floor < 2
or dist2ceil < 2) then
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self:get_wander_pos_3d(1, 3)
if dist2floor < 2 then
pos2.y = pos.y + 1
end
if dist2ceil < 2 then
pos2.y = pos.y - 1
end
animalia.action_boid_move(self, pos2, 2, "animalia:fly_obstacle_avoidance", 1)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:land", function(self, scale)
scale = scale or 1
local function func(self)
if self.touching_ground then return true end
local _, node = creatura.sensor_floor(self, 3, true)
if node and get_node_def(node.name).drawtype == "liquid" then self.is_landed = false return true end
if not self:get_action() then
local pos = self.object:get_pos()
if not pos then return end
local offset = random(2 * scale, 3 * scale)
if random(2) < 2 then
offset = offset * -1
end
local pos2 = {
x = pos.x + offset,
y = pos.y,
z = pos.z + offset
}
pos2.y = pos2.y - (3 * scale)
self:animate("fly")
animalia.action_boid_move(self, pos2, 2, "creatura:fly_path", 1)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:return_to_nest", function(self)
local function func(self)
if not self.home_position then return true end
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self.home_position
local dist = vec_dist(pos, {x = pos2.x, y = pos.y, z = pos2.z})
if dist < 4
and abs(pos.y - pos2.y) < 2 then
if self.touching_ground then
creatura.action_idle(self, 1)
end
end
if not self:get_action() then
creatura.action_walk(self, pos2, 6, "animalia:fly_path", 1)
end
end
self:set_utility(func)
end)
-- Swimming
creatura.register_utility("animalia:schooling", function(self)
local pos = self.object:get_pos()
if not pos then return end
local water = minetest.find_nodes_in_area(vector.subtract(pos, 5), vector.add(pos, 5), {"group:water"})
local function func(self)
if not self:get_action() then
if #water < 1 then return true end
local iter = random(#water)
local pos2 = water[iter]
table.remove(water, iter)
animalia.action_boid_move(self, pos2, 2, "animalia:swim_obstacle_avoidance", 1, "swim")
end
end
self:set_utility(func)
end)
-- Resist Fall
creatura.register_utility("animalia:resist_fall", function(self)
local function func(self)
if not self:get_action() then
animalia.action_fall(self)
end
if self.touching_ground
or self.in_liquid then
creatura.action_idle(self, "stand")
self:set_gravity(-9.8)
return true
end
end
self:set_utility(func)
end)
-- Die
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)
-- Cat Exclusive Behaviors
creatura.register_utility("animalia:find_and_break_glass_vessels", function(self)
local timer = 12
local pos = self.object:get_pos()
if not pos then return end
local pos2 = nil
local nodes = minetest.find_nodes_in_area(
vector.subtract(pos, 8),
vec_add(pos, 8),
{"vessels:glass_bottle", "vessels:drinking_glass"}
)
if #nodes > 0 then
pos2 = nodes[1]
end
local func = function(self)
if not pos2 then
return
end
pos = self.object:get_pos()
if not self:get_action() then
creatura.action_walk(self, pos2, 6, "pathfind")
end
if vector.distance(pos, pos2) <= 0.5 then
creatura.action_idle(self, 0.7, "smack")
minetest.remove_node(pos2)
minetest.add_item(pos2, "vessels:glass_fragments")
if minetest.get_node(pos2).name == "air" then
return true
end
end
timer = timer - self.dtime
if timer < 0 then return true end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:walk_ahead_of_player", function(self, player)
if not player then return end
local timer = 8
local func = function(self)
if not creatura.is_alive(player) then
return true
end
local pos = self.object:get_pos()
if not pos then return end
local tpos = player:get_pos()
local dir = player:get_look_dir()
tpos.x = tpos.x + dir.x
tpos.z = tpos.z + dir.z
self.status = self:memorize("status", "following")
local dist = vec_dist(pos, tpos)
if dist > self.view_range then
self.status = self:memorize("status", "")
return true
end
if not self:get_action() then
if vec_dist(pos, tpos) > self.width + 0.5 then
creatura.action_walk(self, tpos, 6, "pathfind", 0.75)
else
creatura.action_idle(self, 0.1, "stand")
end
end
timer = timer - self.dtime
if timer < 0 then self.status = self:memorize("status", "") return true end
end
self:set_utility(func)
end)
-- Bat Exclusive Behaviors
creatura.register_utility("animalia:return_to_home", function(self)
local init = false
local tpos = nil
local function func(self)
if not self.home_position then return true end
local pos = self.object:get_pos()
if not pos then return end
local pos2 = self.home_position
local dist = vec_dist(pos, pos2)
if dist < 2 then
if creatura.get_node_def(vec_raise(pos, 1)).walkable then
creatura.action_idle(self, 1, "latch")
self:set_gravity(9.8)
self.object:set_velocity({x = 0, y = 0, z = 0})
end
end
if not self:get_action() then
creatura.action_walk(self, vec_raise(pos2, -1), 6, "animalia:fly_path", 1)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:find_home", function(self)
local init = false
local tpos = nil
local pos = self.object:get_pos()
if not pos then return end
local range = self.tracking_range
local ceiling = get_ceiling_positions(pos, range / 2)
local iter = 1
local function func(self)
if not ceiling[1] then
return true
else
iter = random(#ceiling)
end
pos = self.object:get_pos()
if not self:get_action() then
local pos2 = self:get_wander_pos_3d(1, range)
local dist2floor = creatura.sensor_floor(self, 5, true)
local dist2ceil = creatura.sensor_ceil(self, 5, true)
if dist2floor < 4 then
pos2.y = pos.y + 2
elseif dist2ceil < 4 then
pos2.y = pos.y - 1
end
animalia.action_boid_move(self, pos2, 2, "animalia:fly_obstacle_avoidance", 1)
end
if ceiling[iter] then
local pos2 = {
x = ceiling[iter].x,
y = ceiling[iter].y - 1,
z = ceiling[iter].z
}
local line_of_sight = fast_ray_sight(pos, pos2)
if line_of_sight then
self.home_position = self:memorize("home_position", ceiling[iter])
return true
end
end
if self:timer(1) then
iter = iter + 1
if iter > #ceiling then
return true
end
end
end
self:set_utility(func)
end)
-- Horse Exclusive Behaviors
creatura.register_utility("animalia:horse_breaking", function(self)
local timer = 18
self:clear_action()
local function func(self)
if not self:get_action() then
animalia.action_horse_spin(self, random(4, 6), "stand")
end
timer = timer - self.dtime
if timer <= 0 then
return true
end
end
self:set_utility(func)
end)
-- Tamed Animal Orders
creatura.register_utility("animalia:sit", function(self)
local function func(self)
if self.order ~= "sit" then
return true
end
if not self:get_action() then
creatura.action_idle(self, 0.1, "sit")
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:mount", function(self, player)
local function func(self)
if not creatura.is_alive(player) then
return true
end
local anim = "stand"
local control = player:get_player_control()
local speed_factor = 0
local vel = self.object:get_velocity()
if control.up then
speed_factor = 1
if control.aux1 then
speed_factor = 1.5
end
end
if control.jump
and self.touching_ground then
self.object:add_velocity({
x = 0,
y = self.jump_power + (abs(self._movement_data.gravity) * 0.33),
z = 0
})
elseif not self.touching_ground then
speed_factor = speed_factor * 0.5
end
local total_speed = vector.length(vel)
if total_speed > 0.2 then
anim = "walk"
if control.aux1 then
anim = "run"
end
if not self.touching_ground
and not self.in_liquid
and vel.y > 0 then
anim = "rear_constant"
end
end
self:turn_to(player:get_look_horizontal())
self:set_forward_velocity(self.speed * speed_factor)
self:animate(anim)
if control.sneak
or not self.rider then
animalia.mount(self, player)
return true
end
end
self:set_utility(func)
end)