local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local mob_class = mcl_mobs.mob_class local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local PATHFINDING = "gowp" local enable_pathfinding = true local LOG_MODULE = "[Mobs]" local function mcl_log (message) if LOGGING_ON and message then minetest.log(LOG_MODULE .. " " .. message) end end function output_table (wp) if not wp then return end mcl_log("wp items: ".. tostring(#wp)) for a,b in pairs(wp) do mcl_log(a.. ": ".. tostring(b)) end end function append_paths (wp1, wp2) mcl_log("Start append") if not wp1 or not wp2 then mcl_log("Cannot append wp's") return end output_table(wp1) output_table(wp2) for _,a in pairs (wp2) do table.insert(wp1, a) end mcl_log("End append") end local function output_enriched (wp_out) mcl_log("Output enriched path") local i = 0 for _,outy in pairs (wp_out) do i = i + 1 mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"])) local action = outy["action"] if action then mcl_log("type: " .. action["type"]) mcl_log("action: " .. action["action"]) mcl_log("target: " .. minetest.pos_to_string(action["target"])) end mcl_log("failed attempts: " .. outy["failed_attempts"]) end end -- This function will take a list of paths, and enrich it with: -- a var for failed attempts -- an action, such as to open or close a door where we know that pos requires that action local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos) local wp_out = {} for i, cur_pos in pairs(wp_in) do local action = nil local one_down = vector.new(0,-1,0) local cur_pos_to_add = vector.add(cur_pos, one_down) if door_open_pos and vector.equals (cur_pos, door_open_pos) then mcl_log ("Door open match") --action = {type = "door", action = "open"} action = {} action["type"] = "door" action["action"] = "open" action["target"] = cur_door_pos cur_pos_to_add = vector.add(cur_pos, one_down) elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then mcl_log ("Door close match") --action = {type = "door", action = "closed"} action = {} action["type"] = "door" action["action"] = "close" action["target"] = cur_door_pos cur_pos_to_add = vector.add(cur_pos, one_down) elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then mcl_log("Current door pos") cur_pos_to_add = vector.add(cur_pos, one_down) action = {} action["type"] = "door" action["action"] = "open" action["target"] = cur_door_pos else cur_pos_to_add = cur_pos --mcl_log ("Pos doesn't match") end wp_out[i] = {} wp_out[i]["pos"] = cur_pos_to_add wp_out[i]["failed_attempts"] = 0 wp_out[i]["action"] = action --wp_out[i] = {"pos" = cur_pos, "failed_attempts" = 0, "action" = action} --output_pos(cur_pos, i) end output_enriched(wp_out) return wp_out end local plane_adjacents = { vector.new(1,0,0), vector.new(-1,0,0), vector.new(0,0,1), vector.new(0,0,-1), } -- This function is used to see if we can path. We could use to check a route, rather than making people move. local function calculate_path_through_door (p, t, target) -- target is the same as t, just 1 square difference. Maybe we don't need target mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t)) local enriched_path = nil local cur_door_pos = nil local pos_closest_to_door = nil local other_side_of_door = nil --Path to door first local wp = minetest.find_path(p,t,150,1,4) if not wp then mcl_log("No direct path. Path through door") -- This could improve. There could be multiple doors. Check you can path from door to target first. local cur_door_pos = minetest.find_node_near(target,16,{"group:door"}) if cur_door_pos then mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos)) for _,v in pairs(plane_adjacents) do pos_closest_to_door = vector.add(cur_door_pos,v) local n = minetest.get_node(pos_closest_to_door) if n.name == "air" then wp = minetest.find_path(p,pos_closest_to_door,150,1,4) if wp then mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door)) other_side_of_door = vector.add(cur_door_pos,-v) mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door)) local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4) if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then table.insert(wp, cur_door_pos) append_paths (wp, wp_otherside_door_to_target) enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos) mcl_log("We have a path from outside door to target") else mcl_log("We cannot path from outside door to target") end break else mcl_log("This block next to door doesn't work.") end else mcl_log("Block is not air, it is: ".. n.name) end end else mcl_log("No door found") end else mcl_log("We have a direct route") end if wp and not enriched_path then enriched_path = generate_enriched_path(wp) end return enriched_path end local gopath_last = os.time() function mob_class:gopath(target,callback_arrived) if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed)) return else mcl_log("We are ready to pathfind, no previous fail or we are past threshold") end --if os.time() - gopath_last < 5 then -- mcl_log("Not ready to path yet") -- return --end --gopath_last = os.time() self.order = nil local p = self.object:get_pos() local t = vector.offset(target,0,1,0) local wp = calculate_path_through_door(p, t, target) if not wp then mcl_log("Could not calculate path") self._pf_last_failed = os.time() -- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others. end --output_table(wp) if wp and #wp > 0 then self._target = t self.callback_arrived = callback_arrived local current_location = table.remove(wp,1) if current_location and current_location["pos"] then mcl_log("Removing first co-ord? " .. tostring(current_location["pos"])) else mcl_log("Nil pos") end self.current_target = current_location self.waypoints = wp self.state = PATHFINDING return true else self.state = "walk" self.waypoints = nil self.current_target = nil -- minetest.log("no path found") end end function mob_class:interact_with_door(action, target) local p = self.object:get_pos() --local t = minetest.get_timeofday() --local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"}) --for _,d in pairs(dd) do if target then mcl_log("Door target is: ".. minetest.pos_to_string(target)) local n = minetest.get_node(target) if n.name:find("_b_") or n.name:find("_t_") then mcl_log("Door") local def = minetest.registered_nodes[n.name] local closed = n.name:find("_b_1") or n.name:find("_t_1") --if self.state == PATHFINDING then if closed and action == "open" and def.on_rightclick then mcl_log("Open door") def.on_rightclick(target,n,self) end if not closed and action == "close" and def.on_rightclick then mcl_log("Close door") def.on_rightclick(target,n,self) end --else else mcl_log("Not door") end else mcl_log("no target. cannot try and open or close door") end --end end function mob_class:do_pathfind_action(action) if action then mcl_log("Action present") local type = action["type"] local action_val = action["action"] local target = action["target"] if target then mcl_log("Target: ".. minetest.pos_to_string(target)) end if type and type == "door" then mcl_log("Type is door") self:interact_with_door(action_val, target) end end end local gowp_etime = 0 function mob_class:check_gowp(dtime) gowp_etime = gowp_etime + dtime -- 0.1 is optimal. --less frequently = villager will get sent back after passing a point. --more frequently = villager will fail points they shouldn't they just didn't get there yet --if gowp_etime < 0.05 then return end --gowp_etime = 0 local p = self.object:get_pos() -- no destination if not p or not self._target then mcl_log("p: ".. tostring(p)) mcl_log("self._target: ".. tostring(self._target)) return end -- arrived at location, finish gowp local distance_to_targ = vector.distance(p,self._target) --mcl_log("Distance to targ: ".. tostring(distance_to_targ)) if distance_to_targ < 2 then mcl_log("Arrived at _target") self.waypoints = nil self._target = nil self.current_target = nil self.state = "stand" self.order = "stand" self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0}) if self.callback_arrived then return self.callback_arrived(self) end return true end -- More pathing to be done local distance_to_current_target = 50 if self.current_target and self.current_target["pos"] then distance_to_current_target = vector.distance(p,self.current_target["pos"]) end -- 0.6 is working but too sensitive. sends villager back too frequently. 0.7 is quite good, but not with heights -- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning -- 0.9 and 1.0 is also good. Stick with unless door open or closing issues if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then -- We have waypoints, and no current target, or we're at it. We need a new current_target. self:do_pathfind_action (self.current_target["action"]) local failed_attempts = self.current_target["failed_attempts"] mcl_log("There after " .. failed_attempts .. " failed attempts. current target:".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: " .. distance_to_current_target) self.current_target = table.remove(self.waypoints, 1) self:go_to_pos(self.current_target["pos"]) return elseif self.current_target and self.current_target["pos"] then -- No waypoints left, but have current target. Potentially last waypoint to go to. self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1 local failed_attempts = self.current_target["failed_attempts"] if failed_attempts >= 50 then mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts) self.state = "stand" self.current_target = nil self.waypoints = nil self._target = nil self._pf_last_failed = os.time() self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0}) return end --mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: ".. distance_to_current_target) self:go_to_pos(self.current_target["pos"]) -- Do i just delete current_target, and return so we can find final path. else -- Not at target, no current waypoints or current_target. Through the door and should be able to path to target. -- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition. mcl_log("We don't have waypoints or a current target. Let's try to path to target") local final_wp = minetest.find_path(p,self._target,150,1,4) if final_wp then mcl_log("We might be able to get to target here.") -- self.waypoints = final_wp self:go_to_pos(self._target) else -- Abandon route? mcl_log("Cannot plot final route to target") end end -- I don't think we need the following anymore, but test first. -- Maybe just need something to path to target if no waypoints left if self.current_target and self.current_target["pos"] and (self.waypoints and #self.waypoints == 0) then local updated_p = self.object:get_pos() local distance_to_cur_targ = vector.distance(updated_p,self.current_target["pos"]) mcl_log("Distance to current target: ".. tostring(distance_to_cur_targ)) mcl_log("Current p: ".. minetest.pos_to_string(updated_p)) -- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door if distance_to_cur_targ > 1.9 then mcl_log("not close to current target: ".. minetest.pos_to_string(self.current_target["pos"])) self:go_to_pos(self._current_target) else mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"])) self.current_target = nil end return end end