animalia/api/behaviors.lua

1210 lines
34 KiB
Lua

---------------
-- Behaviors --
---------------
-- Math --
local abs = math.abs
local atan2 = math.atan2
local cos = math.cos
local floor = math.floor
local pi = math.pi
local sin = math.sin
local rad = math.rad
local random = math.random
local function interp_rad(a, b, w)
local cs = (1 - w) * cos(a) + w * cos(b)
local sn = (1 - w) * sin(a) + w * sin(b)
return atan2(sn, cs)
end
local function diff(a, b) -- Get difference between 2 angles
return atan2(sin(b - a), cos(b - a))
end
local function clamp(val, min, max)
if val < min then
val = min
elseif max < val then
val = max
end
return val
end
-- Vector --
local vec_dir = vector.direction
local vec_dist = vector.distance
local vec_len = vector.length
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 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.set_animation
end
local get_collision = creatura.get_collision
local function get_avoidance_dir(self)
local pos = self.object:get_pos()
if not pos then return end
local collide, col_pos = get_collision(self)
if collide then
local vel = self.object:get_velocity()
local ahead = vec_add(pos, vec_normal(self.object:get_velocity()))
local avoidance_force = vector.subtract(ahead, col_pos)
avoidance_force.y = 0
local vel_len = vec_len(vel)
avoidance_force = vec_multi(vec_normal(avoidance_force), (vel_len > 1 and vel_len) or 1)
return vec_dir(pos, vec_add(ahead, avoidance_force))
end
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
--------------
-- Movement --
--------------
creatura.register_movement_method("animalia:fly_simple", function(self)
local box = clamp(self.width, 0.5, 1.5)
self:set_gravity(0)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25 then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
self:set_vertical_velocity(speed * goal_dir.y)
_self:turn_to(goal_yaw, turn_rate)
if _self.touching_ground
or _self.in_liquid then
_self.object:add_velocity({x = 0, y = 2, z = 0})
end
end
return func
end)
creatura.register_movement_method("animalia:fly_obstacle_avoidance", function(self)
local box = clamp(self.width, 0.5, 1.5)
local steer_to
local steer_timer = 0.25
self:set_gravity(0)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
steer_timer = steer_timer - self.dtime
if steer_timer <= 0 then
steer_to = get_avoidance_dir(_self)
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if steer_to then
steer_to.y = goal_dir.y
goal_dir = steer_to
end
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25
or steer_to then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
self:set_vertical_velocity(speed * goal_dir.y)
_self:turn_to(goal_yaw, turn_rate)
if _self.touching_ground
or _self.in_liquid then
_self.object:add_velocity({x = 0, y = 2, z = 0})
end
end
return func
end)
creatura.register_movement_method("animalia:swim_simple", function(self)
local box = clamp(self.width, 0.5, 1.5)
self:set_gravity(0)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25 then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
self:set_vertical_velocity(speed * goal_dir.y)
_self:turn_to(goal_yaw, turn_rate)
end
return func
end)
creatura.register_movement_method("animalia:swim_obstacle_avoidance", function(self)
local box = clamp(self.width, 0.5, 1.5)
local steer_to
local steer_timer = 0.25
self:set_gravity(0)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
steer_timer = steer_timer - self.dtime
if steer_timer <= 0 then
steer_to = get_avoidance_dir(_self)
end
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if steer_to then
steer_to.y = goal_dir.y
goal_dir = steer_to
end
local yaw = _self.object:get_yaw()
local goal_yaw = dir2yaw(goal_dir)
local speed = abs(_self.speed or 2) * speed_factor or 0.5
local turn_rate = abs(_self.turn_rate or 5)
-- Movement
local yaw_diff = abs(diff(yaw, goal_yaw))
if yaw_diff < pi * 0.25
or steer_to then
_self:set_forward_velocity(speed)
else
_self:set_forward_velocity(speed * 0.33)
end
self:set_vertical_velocity(speed * goal_dir.y)
_self:turn_to(goal_yaw, turn_rate)
end
return func
end)
-------------
-- Actions --
-------------
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_move_flock(self, pos2, timeout, method, speed_factor, anim, boid_steer)
local old_boids = (self._movement_data and self._movement_data.boids) or {}
local boids = (#old_boids > 2 and old_boids) or creatura.get_boid_members(self.object:get_pos(), 12, self.name)
local timer = timeout or 4
local boid_pos2
local function func(_self)
local pos = self.object:get_pos()
if not pos then return end
-- Tick down timer
timer = timer - _self.dtime
-- Check if goal is safe
local safe = true
local max_fall = (_self.max_fall or 0) > 0 and _self.max_fall
if max_fall then
safe = _self:is_pos_safe(pos2)
end
-- Boid calculation
if #boids > 2 then
local boid_yaw, boid_pitch = creatura.get_boid_angle(self, boids, 12)
if boid_yaw then
local dir2pos = vec_dir(pos, pos2)
local yaw2pos = minetest.dir_to_yaw(dir2pos)
boid_yaw = interp_rad(boid_yaw, yaw2pos, 0.3)
local boid_dir = minetest.yaw_to_dir(boid_yaw)
boid_dir.y = boid_pitch
boid_pos2 = vec_add(pos, vec_multi(boid_dir, 4))
if max_fall then
boid_pos2 = creatura.get_ground_level(boid_pos2, 2)
end
end
end
local steer_to = boid_steer and get_avoidance_dir(self)
if steer_to then
boid_pos2 = {
x = pos.x + steer_to.x * 2,
y = pos2.y,
z = pos.z + steer_to.z * 2
}
end
-- Main movement
if timer <= 0
or not safe
or _self:move_to(boid_pos2 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 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 timeout = 2
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
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 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})
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
---------------
-- Utilities --
---------------
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 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)
-- Wandering
creatura.register_utility("animalia:wander", function(self)
local move_chance = self.move_chance or 5
local idle_duration = self.idle_time or 4
local center = self.object:get_pos()
if not center then return end
local move = self.wander_action or creatura.action_move
local function func(_self)
if not _self:get_action() then
local pos2 = _self:get_wander_pos(2, 3)
if random(move_chance) < 2
and vec_dist(pos2, center) < _self.tracking_range * 0.5 then
move(_self, pos2, 2)
else
creatura.action_idle(_self, random(idle_duration), "stand")
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:wander_group", function(self)
local move_chance = self.move_chance or 3
local idle_duration = self.idle_time or 3
local center = self.object:get_pos()
if not center then return end
local group_tick = 500
local move = self.wander_action or animalia.action_move_flock
local function func(_self)
group_tick = group_tick - 1
if group_tick <= 0 then
local pos = _self.object:get_pos()
if not pos then return end
local grp_pos = get_group_positions(_self)
center = animalia.get_average_pos(grp_pos) or pos
group_tick = 500
end
if not _self:get_action() then
local pos2 = _self:get_wander_pos(2, 3)
if random(move_chance) < 2
and vec_dist(pos2, center) < _self.tracking_range * 0.5 then
move(_self, pos2, 2, "creatura:obstacle_avoidance", 0.5, "walk", true)
else
creatura.action_idle(_self, random(idle_duration))
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:wander_skittish", function(self)
local move_chance = self.move_chance or 3
local idle_duration = self.idle_time or 3
local center = self.object:get_pos()
if not center then return end
local plyr_tick = 500
local move_dir
local move = self.wander_action or creatura.action_move
local function func(_self)
plyr_tick = plyr_tick - 1
if plyr_tick <= 0 then
local pos = _self.object:get_pos()
if not pos then return true end
local plyr = creatura.get_nearby_player(_self)
local plyr_alive, los, plyr_pos = _self:get_target(plyr)
if plyr_alive
and los then
move_dir = vec_dir(plyr_pos, pos)
end
plyr_tick = 500
end
if not _self:get_action() then
local pos2 = _self:get_wander_pos(2, 3, move_dir)
if random(move_chance) < 2
and vec_dist(pos2, center) < _self.tracking_range * 0.5 then
move(_self, pos2, 2)
move_dir = nil
else
creatura.action_idle(_self, random(idle_duration))
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:aerial_wander", function(self)
local center = self.object:get_pos()
if not center then return end
local height_tick = 0
local function func(_self)
local pos = self.object:get_pos()
if not pos then return end
height_tick = height_tick - 1
if height_tick <= 0 then
local dist2floor = creatura.sensor_floor(self, 2, true)
center.y = center.y + (2 - dist2floor)
height_tick = 30
end
if not _self:get_action() then
local move_dir = (vec_dist(pos, center) > 8 and vec_dir(pos, center)) or nil
local pos2 = _self:get_wander_pos_3d(2, 5, move_dir)
animalia.action_move_flock(_self, pos2, 3, "animalia:fly_simple", 1, "fly", 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 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 abs(pos.x - home.x) < 0.5
and abs(pos.y - home.y) < 0.7
and abs(pos.z - home.z) < 0.5 then
roost(_self, 1, "stand")
return
end
creatura.action_move(_self, home, 3, "animalia:fly_simple", 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:fly_simple", 0.6, "fly")
end
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 function func(_self)
if #water_nodes < 1 then return true 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
animalia.action_move_flock(_self, water_nodes[random(#water_nodes)], 3, "animalia:swim_simple", 1, "swim", true)
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 return true 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 random(move_chance) < 2 then
creatura.action_move(_self, water_nodes[random(#water_nodes)], 3, "animalia:swim_obstacle_avoidance", 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:eat_bug", function(self, bug)
local timer = 0.2
local action_init = false
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
if not bug then return true end
local dist = vec_dist(pos, bug)
local dir = vec_dir(pos, bug)
local frame = floor(dist * 10)
if not _self:get_action() then
if dist > 1 then
local pos2 = vec_add(bug, vec_multi(vec_normal(vec_dir(bug, pos)), 0.25))
creatura.action_move(_self, pos2, 1)
else
animalia.move_head(_self, dir2yaw(dir), dir.y)
creatura.action_idle(_self, 0.1, "tongue_" .. frame)
action_init = true
end
end
if action_init then
timer = timer - _self.dtime
if timer <= 0 then
minetest.remove_node(bug)
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"
creatura.action_move(_self, pos2, 2, "creatura:obstacle_avoidance", 1, anim)
end
timeout = timeout - _self.dtime
if timeout <= 0 then
return true
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, _, 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
if dist > width + 1 then
animalia.action_pursue(_self, player, 3, "creatura:obstacle_avoidance", 0.75)
else
creatura.action_idle(_self, 1)
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:flee_from_target", function(self, target)
local los_timeout = 3
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
if not los then
los_timeout = los_timeout - _self.dtime
else
los_timeout = 3
end
if los_timeout <= 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
if not _self:get_action() then
local flee_dir = vec_dir(tgt_pos, pos)
local pos2 = _self:get_wander_pos(2, 3, flee_dir)
local anim = (_self.animations["run"] and "run") or "walk"
creatura.action_move(_self, pos2, 2, "creatura:obstacle_avoidance", 1, anim)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:flee_from_target_defend", function(self, target)
local los_timeout = 3
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
if not los then
los_timeout = los_timeout - _self.dtime
else
los_timeout = 3
end
if los_timeout <= 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
if not _self:get_action() then
local flee_dir = vec_dir(tgt_pos, pos)
local pos2 = _self:get_wander_pos(2, 3, flee_dir)
local anim = (_self.animations["run"] and "run") or "walk"
if dist > _self.width + 0.5 then
creatura.action_move(_self, pos2, 2, "creatura:obstacle_avoidance", 1, anim)
else
animalia.action_punch_aoe(self, target)
end
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia:tame_horse", function(self)
local center = self.object:get_pos()
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 _self.rider
or not creatura.is_alive(_self.rider) then return true end
player = _self.rider
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 not _self:get_action() then
if random(6) < 2 then
creatura.action_idle(_self, 0.5, "punch_aoe")
else
local dir = vec_dist(pos, center) > 8 and vec_dir(pos, center)
local pos2 = _self:get_wander_pos(2, 4, dir)
creatura.action_move(_self, pos2, 3, "creatura:obstacle_avoidance", 1, "run")
end
end
local yaw = _self.object:get_yaw()
local plyr_yaw = player:get_look_horizontal()
if abs(diff(yaw, plyr_yaw)) < pi * 0.25 then
trust = trust + _self.dtime
else
trust = trust - _self.dtime * 0.5
end
local min_pos = {x = pos.x, y = pos.y + 2, z = pos.z}
local max_pos = {x = pos.x, y = pos.y + 2, z = pos.z}
if trust <= 0 then
animalia.mount(_self, player)
animalia.particle_spawner(pos, "creatura_particle_red.png", "float", min_pos, max_pos)
return true
end
if trust >= 10 then
_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", min_pos, max_pos)
return true
end
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 width = self.width
local punch_init = false
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
local tgt_alive, _, tgt_pos = _self:get_target(target)
if not tgt_alive then return true end
local dist = vec_dist(pos, tgt_pos)
if dist < width + 1
and not punch_init then
punch_init = true
animalia.action_punch(_self, target)
end
if not _self:get_action() then
if punch_init then return true end
animalia.action_pursue(_self, target, 3, "creatura:pathfind", 0.75)
end
end
self:set_utility(func)
end)
creatura.register_utility("animalia: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 _self.breeding then return true end
local pos = _self.object:get_pos()
if not pos then return end
local tgt_pos = mate:get_pos()
if not tgt_pos then return end
local dist = vec_dist(pos, tgt_pos)
if dist < _self.width + 0.5 then
breeding_time = breeding_time + _self.dtime
end
if breeding_time > 2 then
local mate_ent = mate:get_luaentity()
_self.breeding = self:memorize("breeding", false)
_self.breeding_cooldown = _self:memorize("breeding_cooldown", 300)
mate_ent.breeding = mate_ent:memorize("breeding", false)
mate_ent.breeding_cooldown = mate_ent:memorize("breeding_cooldown", 300)
local minp = vector.subtract(pos, 1)
local maxp = vec_add(pos, 1)
animalia.particle_spawner(pos, "heart.png", "float", minp, maxp)
for _ = 1, _self.birth_count or 1 do
if _self.add_child then
_self:add_child(mate)
else
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
return true
end
if not _self:get_action() then
creatura.action_move(_self, tgt_pos)
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:destroy_nearby_vessel", function(self)
local width = self.width
local timeout = 8
local nodes
local glass_vessels = {"vessels:glass_bottle", "vessels:drinking_glass"}
local pos2
local function func(_self)
local pos = _self.object:get_pos()
if not pos then return end
nodes = nodes or minetest.find_nodes_in_area(vec_sub(pos, 6), vec_add(pos, 6), glass_vessels) or {}
if #nodes < 1 then return true end
if not _self:get_action() then
pos2 = pos2 or nodes[random(#nodes)]
local dist = vec_dist(pos, pos2)
if dist < width + 0.5 then
creatura.action_idle(_self, 0.7, "smack")
minetest.remove_node(pos2)
minetest.add_item(pos2, "vessels:glass_fragments")
return true
else
creatura.action_move(_self, pos2, 4, "creatura:pathfind")
end
end
timeout = timeout - self.dtime
if timeout <= 0 then return true 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
if control.jump
and _self.touching_ground
and vel.y < 1 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_x = speed_x * 0.75
end
if not _self.touching_ground
and not _self.in_liquid
and vel.y > 0 then
anim = "rear"
end
local yaw = self.object:get_yaw()
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)