Actions: Set default walking speed to two nodes per second.

NPC: Set default wandering speed to one node per second.
This commit is contained in:
zorman2000 2017-01-16 12:16:42 -05:00
parent 9556e76b79
commit e265bc283e
2 changed files with 21 additions and 281 deletions

View File

@ -35,6 +35,10 @@ npc.actions.const = {
}
}
npc.actions.one_nps_speed = 0.98
npc.actions.one_half_nps_speed = 1.40
npc.actions.two_nps_speed = 1.90
---------------------------------------------------------------------------------------
-- Actions
---------------------------------------------------------------------------------------
@ -97,7 +101,7 @@ function npc.actions.walk_step(args)
local vel = {}
-- Set default node per seconds
if speed == nil then
speed = 0.98
speed = npc.actions.one_nps_speed
end
if dir == npc.direction.north then
vel = {x=0, y=0, z=speed}
@ -544,7 +548,7 @@ end
-- going to be considered walkable for the algorithm to find a
-- path.
function npc.actions.walk_to_pos(args)
-- Get arguments for this task
local self = args.self
local end_pos = args.end_pos
local walkable_nodes = args.walkable
@ -566,7 +570,13 @@ function npc.actions.walk_to_pos(args)
if path ~= nil then
minetest.log("Found path to node: "..dump(end_pos))
-- Local variables
local door_opened = false
local speed = npc.actions.two_nps_speed
-- Set the action timer interval to half second. This is to account for
-- the increased speed when walking.
npc.add_action(self, npc.actions.set_interval, {self=self, interval=0.5, freeze=true})
-- Add steps to path
for i = 1, #path do
@ -595,7 +605,7 @@ function npc.actions.walk_to_pos(args)
end
end
-- Add walk action to action queue
npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir, speed = speed})
if door_opened then
-- Stop to close door, this avoids misplaced movements later on
@ -618,282 +628,12 @@ function npc.actions.walk_to_pos(args)
end
end
-- Return the action interval to default interval of 1 second
-- By default, always freeze.
npc.add_action(self, npc.actions.set_interval, {self=self, interval=1, freeze=true})
else
minetest.log("Unable to find path.")
end
end
-- ATTENTION:
-- Old, deprecated, non-functional code below:
---------------------------------------------------------------------------------------
-- Path-finding code
---------------------------------------------------------------------------------------
-- This is the limit to search for a path based on the goal node.
-- If the path finder code goes beyond this limit in nodes away
-- on the x or z plane, it will stop looking for a path
-- npc.actions.PATH_DIFF_LIMIT = 125
-- -- Returns the opposite of a vector (scalar multiplication by -1)
-- local function vector_opposite(v)
-- return vector.multiply(v, -1)
-- end
-- -- Returns a unit direction vector based on the largest coordinate
-- local function get_unit_dir_vector_based_on_diff(v)
-- if math.abs(v.x) > math.abs(v.z) then
-- return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0}
-- elseif math.abs(v.z) > math.abs(v.x) then
-- return {x=0, y=0, z=(v.z/math.abs(v.z)) * -1}
-- elseif math.abs(v.x) == math.abs(v.z) then
-- return {x=(v.x/math.abs(v.x)) * -1, y=0, z=(v.z/math.abs(v.z)) * -1}
-- end
-- end
-- -- This function is used to determine if a node is walkable
-- -- or openable, in which case is good to use when finding a path
-- local function is_good_node(node)
-- -- Is openable is to support doors, fence gates and other
-- -- doors from other mods. Currently, default doors and gates
-- -- will be supported. Cottages doors should also be supported.
-- --minetest.log("Node name: "..dump(node.name))
-- local is_openable = false
-- local start_i,end_i = string.find(node.name, "doors:")
-- is_openable = start_i ~= nil
-- --minetest.log("Is node openable: "..dump(is_openable))
-- --minetest.log("Is node walkable: "..dump(not minetest.registered_nodes[node.name].walkable))
-- if not minetest.registered_nodes[node.name].walkable then
-- return "W"
-- elseif is_openable then
-- return "O"
-- else
-- return "N"
-- end
-- end
-- -- Finds paths ignoring vertical obstacles
-- -- This function is recursive and attempts to move all the time on
-- -- the direction that will definetely lead to the end position.
-- local function find_path_recursive(start_pos, end_pos, path_nodes, last_dir, last_good_dir, last_good_try)
-- minetest.log("Start pos: "..dump(start_pos))
-- -- Find difference. The purpose of this is to weigh movement, attempting
-- -- the largest difference first, or both if equal.
-- local diff = vector.subtract(start_pos, end_pos)
-- minetest.log("Difference: "..dump(diff))
-- -- End if difference is larger than max difference possible (limit)
-- if math.abs(diff.x) > npc.actions.PATH_DIFF_LIMIT
-- or math.abs(diff.z) > npc.actions.PATH_DIFF_LIMIT then
-- minetest.log("Can't find feasable path.")
-- -- Cannot find feasable path
-- return nil
-- end
-- -- Determine direction to move
-- local dir_vector = get_unit_dir_vector_based_on_diff(diff)
-- minetest.log("Direction vector: "..dump(dir_vector))
-- if last_dir ~= nil then
-- if last_good_try == 4
-- or (dir_vector.x ~= 0 and dir_vector.z ~=0)
-- -- Attention: Hacks below! The magic number 3 could be just extremely wrong.
-- -- This is a terrible hack based on experimentations :(
-- or (dir_vector.x ~= 0 and last_dir.x == 0 and math.abs(diff.x) > math.abs(diff.z) and math.abs(diff.z) < 3)
-- or (dir_vector.z ~= 0 and last_dir.z == 0 and math.abs(diff.z) > math.abs(diff.x) and math.abs(diff.x) < 3) then
-- if last_dir.x ~= 0 and diff.x ~= 0
-- or last_dir.z ~= 0 and diff.z ~= 0 then
-- minetest.log("Using last dir as direction vector: "..dump(last_dir))
-- dir_vector = last_dir
-- end
-- end
-- end
-- if last_good_dir ~= nil then
-- minetest.log("Using last good dir as direction vector: "..dump(last_good_dir))
-- dir_vector = last_good_dir
-- end
-- -- Get next position based on direction
-- local next_pos = vector.add(start_pos, dir_vector)
-- minetest.log("Next pos: "..dump(next_pos))
-- -- Check if next_pos is actually within one block from the
-- -- expected position. If so, finish
-- local diff_to_end = vector.subtract(next_pos, end_pos)
-- if math.abs(diff_to_end.x) < 1 and math.abs(diff_to_end.y) < 1 and math.abs(diff_to_end.z) < 1 then
-- minetest.log("Diff to end: "..dump(diff_to_end))
-- table.insert(path_nodes, {pos=next_pos, type="E"})
-- minetest.log("Found path to end.")
-- return path_nodes
-- end
-- -- Check if movement is possible on the calculated direction
-- local next_node = minetest.get_node(next_pos)
-- -- If direction vector is opposite to the last dir, then do not attempt to walk into it
-- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
-- local attempted_to_go_opposite = false
-- if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
-- attempted_to_go_opposite = true
-- minetest.log("Last dir: "..dump(last_dir))
-- minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
-- end
-- local node_type = is_good_node(next_node)
-- if node_type ~= "N" and (not attempted_to_go_opposite) then
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, nil, 1)
-- else
-- minetest.log("------------ Second attempt ------------")
-- -- If not walkable, attempt turn into the other coordinate
-- -- Determine this coordinate based on what was the last calculated direction
-- -- that didn't needed correction (last good dir). If this doesn't exists (e.g.
-- -- there has been no correction for a while) then select the direction by
-- -- trying to shorten the distance between NPC and the end node.
-- minetest.log("Last known good dir: "..dump(last_good_dir))
-- local step = 0
-- if last_good_dir == nil then
-- -- Store the current direction vector as the last non-corrected
-- -- calculated direction
-- last_good_dir = dir_vector
-- -- Determine which direction to move
-- if dir_vector.x == 0 then
-- minetest.log("Choosing x direction")
-- step = diff.x/math.abs(diff.x) * -1
-- if diff.x == 0 then
-- if last_dir ~= nil and last_dir.x ~= 0 then--and last_good_try == 2 then
-- step = last_dir.x
-- else
-- -- Set a default step to avoid locks
-- step = 1
-- end
-- end
-- dir_vector = {x = step, y = 0, z = 0}
-- elseif dir_vector.z == 0 then
-- step = diff.z/math.abs(diff.z) * -1
-- if diff.z == 0 then
-- if last_dir ~= nil and last_dir.z ~= 0 then -- and last_good_try == 2 then
-- step = last_dir.z
-- else
-- -- Set a default step to avoid locks
-- step = 1
-- end
-- end
-- dir_vector = {x = 0, y = 0, z = step}
-- end
-- minetest.log("Re-calculated dir vector: "..dump(dir_vector))
-- next_pos = vector.add(start_pos, dir_vector)
-- else
-- dir_vector = last_good_dir
-- if dir_vector.x == 0 then
-- minetest.log("Moving into x direction")
-- step = last_dir.x
-- elseif dir_vector.z == 0 then
-- minetest.log("Moving into z direction")
-- step = last_dir.z
-- end
-- dir_vector = last_dir
-- next_pos = vector.add(start_pos, dir_vector)
-- end
-- -- Check if new node is walkable
-- next_node = minetest.get_node(next_pos)
-- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
-- local node_type = is_good_node(next_node)
-- if node_type ~= "N" then
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir, 2)
-- else
-- minetest.log("Last known good dir: "..dump(last_good_dir))
-- -- Only pick the second attempt's dir if it was actually good (meaning,
-- -- it could step on that dir)
-- if last_good_try == 2 then
-- last_good_dir = dir_vector
-- end
-- minetest.log("------------ Third attempt ------------")
-- -- If not walkable, then try the next node by finding the original
-- -- direction vector, then choosing the opposite of that.
-- minetest.log("Last dir: "..dump(last_dir))
-- minetest.log("Last good try: "..dump(last_good_try))
-- minetest.log("Last attempted direction: "..dump(dir_vector))
-- if vector.equals(last_good_dir, last_dir) then
-- -- Go opposite the direction of second attempt
-- minetest.log("Moving opposite of last attempted")
-- dir_vector = vector.multiply(dir_vector, -1)
-- else
-- minetest.log("Moving opposite of last good dir")
-- dir_vector = vector.multiply(last_good_dir, -1)
-- last_good_dir = last_dir
-- end
-- -- if last_good_try > 1 or vector.equals(last_good_dir, last_dir) then
-- -- if dir_vector.x ~= 0 then
-- -- minetest.log("Move into opposite z dir")
-- -- dir_vector = get_unit_dir_vector_based_on_diff(diff)
-- -- dir_vector = vector.multiply(dir_vector, -1)
-- -- elseif dir_vector.z ~= 0 then
-- -- minetest.log("Move into opposite x dir")
-- -- dir_vector = get_unit_dir_vector_based_on_diff(diff)
-- -- dir_vector = vector.multiply(dir_vector, -1)
-- -- end
-- -- else
-- -- minetest.log("Stuck in corner, try to move out of corner")
-- -- dir_vector = vector.multiply(last_good_dir, -1)
-- -- last_good_dir = last_dir
-- -- end
-- minetest.log("New direction: "..dump(dir_vector))
-- minetest.log("New last good dir: "..dump(last_good_dir))
-- next_pos = vector.add(start_pos, dir_vector)
-- minetest.log("New next_pos: "..dump(next_pos))
-- next_node = minetest.get_node(next_pos)
-- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
-- local node_type = is_good_node(next_node)
-- if node_type ~= "N" then
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir, 3)
-- else
-- -- Move into the opposite of last good dir
-- minetest.log("------------ Fourth attempt ------------")
-- minetest.log("Last known good dir: "..dump(old_last_good_dir))
-- local old_dir_vector = dir_vector
-- -- If not walkable, then try moving into the opposite of last good dir
-- dir_vector = vector.multiply(last_good_dir, -1)
-- minetest.log("New direction: "..dump(dir_vector))
-- next_pos = vector.add(start_pos, dir_vector)
-- minetest.log("New next_pos: "..dump(next_pos))
-- next_node = minetest.get_node(next_pos)
-- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
-- local node_type = is_good_node(next_node)
-- if node_type ~= "N" then
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, old_dir_vector, 4)
-- else
-- minetest.log("Attempted to rotate 4 times, can't do anything else")
-- return nil
-- end
-- end
-- end
-- end
-- end
-- -- Calls the recursive function to calculate the path
-- function npc.actions.find_path(start_pos, end_pos)
-- return find_path_recursive(start_pos, end_pos, {}, nil, nil, 0)
-- end
end

View File

@ -465,8 +465,8 @@ mobs:register_mob("advanced_npc:npc", {
-- Added walk chance
walk_chance = 30,
-- Added stepheight
stepheight = 0.6,
walk_velocity = 2,
stepheight = 0.,
walk_velocity = 1,
run_velocity = 3,
jump = true,
drops = {