mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-12-04 16:31:07 +01:00
545 lines
21 KiB
Lua
545 lines
21 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local PATHFINDING_FAIL_THRESHOLD = 200 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
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local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
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local PATHING_START_DELAY = 4 -- When doing non-prioritised pathing, how long to wait until last mob pathed
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local PATHFINDING_SEARCH_DISTANCE = 25 -- How big the square is that pathfinding will look
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local PATHFINDING = "gowp"
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local plane_adjacents = {
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vector.new(1,0,0),
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vector.new(-1,0,0),
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vector.new(0,0,1),
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vector.new(0,0,-1),
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}
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
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local visualize = minetest.settings:get_bool("mcl_mobs_pathfinding_visualize",false)
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local LOG_MODULE = "[Mobs Pathfinding]"
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local function mcl_log (message)
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if LOGGING_ON and message then
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minetest.log(LOG_MODULE .. " " .. message)
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end
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end
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function output_table (wp)
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if not wp then return end
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mcl_log("wp items: ".. tostring(#wp))
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for a,b in pairs(wp) do
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mcl_log(a.. ": ".. tostring(b))
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end
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end
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function append_paths (wp1, wp2)
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--mcl_log("Start append")
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if not wp1 or not wp2 then
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mcl_log("Cannot append wp's")
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return
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end
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--output_table(wp1)
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--output_table(wp2)
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for _,a in pairs (wp2) do
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table.insert(wp1, a)
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end
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--mcl_log("End append")
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end
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local function output_enriched (wp_out)
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--mcl_log("Output enriched path")
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local i = 0
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for _,outy in pairs (wp_out) do
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i = i + 1
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local action = outy["action"]
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if action then
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mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"])..", type: " .. action["type"]..", action: " .. action["action"]..", target: " .. minetest.pos_to_string(action["target"]))
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end
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--mcl_log("failed attempts: " .. outy["failed_attempts"])
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end
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end
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-- This function will take a list of paths, and enrich it with:
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-- a var for failed attempts
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-- an action, such as to open or close a door where we know that pos requires that action
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local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
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local wp_out = {}
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for i, cur_pos in pairs(wp_in) do
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local action = nil
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if door_open_pos and vector.equals(cur_pos, door_open_pos) then
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mcl_log ("Door open match")
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action = {type = "door", action = "open", target = cur_door_pos}
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elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
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mcl_log ("Door close match")
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action = {type = "door", action = "close", target = cur_door_pos}
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elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
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mcl_log("Current door pos")
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action = {type = "door", action = "open", target = cur_door_pos}
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end
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wp_out[i] = {}
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wp_out[i]["pos"] = cur_pos
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wp_out[i]["failed_attempts"] = 0
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wp_out[i]["action"] = action
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--wp_out[i] = {"pos" = cur_pos, "failed_attempts" = 0, "action" = action}
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--output_pos(cur_pos, i)
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end
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output_enriched(wp_out)
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return wp_out
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end
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local last_pathing_time = os.time()
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function mob_class:ready_to_path(prioritised)
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-- mcl_log("Check ready to path")
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if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then
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-- mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
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return false
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else
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local time_since_path_start = os.time() - last_pathing_time
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if prioritised or (time_since_path_start) > PATHING_START_DELAY then
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mcl_log("We are ready to pathfind, no previous fail or we are past threshold: "..tostring(time_since_path_start))
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return true
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end
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mcl_log("time_since_path_start: " .. tostring(time_since_path_start))
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end
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end
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-- This function is used to see if we can path. We could use to check a route, rather than making people move.
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local function calculate_path_through_door (p, cur_door_pos, t)
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if not cur_door_pos then return end
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if t then
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mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. " through " .. minetest.pos_to_string(cur_door_pos) .. ", to target: " .. minetest.pos_to_string(t))
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else
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mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. " through " .. minetest.pos_to_string(cur_door_pos))
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end
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for _,v in pairs(plane_adjacents) do
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local pos_closest_to_door = vector.add(cur_door_pos,v)
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local n = minetest.get_node(pos_closest_to_door)
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if not n.walkable then
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mcl_log("We have open space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
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local prospective_wp = minetest.find_path(p, pos_closest_to_door, PATHFINDING_SEARCH_DISTANCE, 1, 4)
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if prospective_wp then
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local other_side_of_door = vector.add(cur_door_pos,-v)
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mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
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mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
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table.insert(prospective_wp, cur_door_pos)
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if t then
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mcl_log("We have t, lets go from door to target")
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local wp_otherside_door_to_target = minetest.find_path(other_side_of_door, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
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if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
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append_paths (prospective_wp, wp_otherside_door_to_target)
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mcl_log("We have a path from outside door to target")
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return generate_enriched_path(prospective_wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
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else
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mcl_log("We cannot path from outside door to target")
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end
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else
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mcl_log("No t, just add other side of door")
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table.insert(prospective_wp, other_side_of_door)
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return generate_enriched_path(prospective_wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
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end
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else
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mcl_log("Cannot path to this air block next to door.")
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end
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end
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end
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end
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-- we treat ignore as solid, as we cannot path there
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local function is_solid(pos)
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local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
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return (not ndef) or ndef.walkable
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end
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local function find_open_node(pos, radius)
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local r = vector.round(pos)
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if not is_solid(r) then return r end
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local above = vector.offset(r, 0, 1, 0)
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if not is_solid(above) then return above, true end -- additional return: drop last
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local n = minetest.find_node_near(pos, radius or 1, {"air"})
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if n then return n end
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return nil
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end
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function mob_class:gopath(target, callback_arrived, prioritised)
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if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
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if not self:ready_to_path(prioritised) then return end
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last_pathing_time = os.time()
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self.order = nil
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-- maybe feet are buried in solid?
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local start = self.object:get_pos()
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local p = find_open_node(start, 1)
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if not p then -- buried?
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minetest.log("action", "Cannot path from "..minetest.pos_to_string(start).." because it is solid. Nodetype: "..minetest.get_node(start).name)
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return
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end
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-- target might be a job-site that is solid
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local t, drop_last_wp = find_open_node(target, 1)
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if not t then
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minetest.log("action", "Cannot path to "..minetest.pos_to_string(target).." because it is solid. Nodetype: "..minetest.get_node(target).name)
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return
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end
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--Check direct route
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local wp = minetest.find_path(p, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
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if not wp then
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mcl_log("### No direct path. Path through door closest to target.")
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local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
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local below = door_near_target and vector.offset(door_near_target, 0, -1, 0)
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if below and minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_near_target = below end
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wp = calculate_path_through_door(p, door_near_target, t)
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if not wp then
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mcl_log("### No path though door closest to target. Try door closest to origin.")
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local door_closest = minetest.find_node_near(p, 16, {"group:door"})
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local below = door_closest and vector.offset(door_closest, 0, -1, 0)
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if below and minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_closest = below end
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wp = calculate_path_through_door(p, door_closest, t)
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-- Path through 2 doors
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if not wp then
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mcl_log("### Still not wp. Need to path through 2 doors.")
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local path_through_closest_door = calculate_path_through_door(p, door_closest)
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if path_through_closest_door and #path_through_closest_door > 0 then
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mcl_log("We have path through first door")
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mcl_log("Number of pos in path through door: " .. tostring(#path_through_closest_door))
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local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
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if pos_after_door_entry then
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local pos_after_door = pos_after_door_entry["pos"]
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mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
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local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
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if path_after_door and #path_after_door > 1 then
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mcl_log("We have path after first door")
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table.remove(path_after_door, 1) -- Remove duplicate
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wp = path_through_closest_door
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append_paths (wp, path_after_door)
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else
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mcl_log("Path after door is not good")
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end
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else
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mcl_log("No pos after door")
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end
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else
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mcl_log("Path through closest door empty or null")
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end
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else
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mcl_log("ok, we have a path through 1 door")
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end
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end
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else
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wp = generate_enriched_path(wp)
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mcl_log("We have a direct route")
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end
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if not wp then
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mcl_log("Could not calculate path")
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self._pf_last_failed = os.time()
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-- If cannot path, don't immediately try again
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end
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-- todo: we would also need to avoid overhangs, but minetest.find_path cannot help us there
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-- we really need a better pathfinder overall.
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-- try to find a way around fences and walls. This is very barebones, but at least it should
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-- help path around very simple fences *IF* there is a detour that does not require jumping or gates.
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if wp and #wp > 0 then
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local i = 1
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while i < #wp do
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-- fence or wall underneath?
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local bdef = minetest.registered_nodes[minetest.get_node(vector.offset(wp[i].pos, 0, -1, 0)).name]
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if not bdef then minetest.log("warning", "There must not be unknown nodes on path") end
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-- carpets are fine
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if bdef and (bdef.groups.carpet or 0) > 0 then
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wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
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-- target bottom of door
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elseif bdef and (bdef.groups.door or 0) > 0 then
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wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
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-- not walkable?
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elseif bdef and not bdef.walkable then
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wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
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i = i - 1
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-- plan opening fence gates
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elseif bdef and (bdef.groups.fence_gate or 0) > 0 then
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wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
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wp[math.max(1,i-1)].action = {type = "door", action = "open", target = wp[i].pos}
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if i+1 < #wp then
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wp[i+1].action = {type = "door", action = "close", target = wp[i].pos}
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end
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-- do not jump on fences and walls, but try to walk around
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elseif bdef and i > 1 and ((bdef.groups.fence or 0) > 0 or (bdef.groups.wall or 0) > 0) and wp[i].pos.y > wp[i-1].pos.y then
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-- find end of wall(s)
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local j = i + 1
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while j <= #wp do
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local below = vector.offset(wp[j].pos, 0, -1, 0)
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local bdef = minetest.registered_nodes[minetest.get_node(below).name]
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if not bdef or ((bdef.groups.fence or 0) == 0 and (bdef.groups.wall or 0) == 0) then
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break
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end
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j = j + 1
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end
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-- minetest.log("warning", bdef.name .. " at "..tostring(i).." end at "..(j <= #wp and tostring(j) or "nil"))
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if j <= #wp and wp[i-1].pos.y == wp[j].pos.y then
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local swp = minetest.find_path(wp[i-1].pos, wp[j].pos, PATHFINDING_SEARCH_DISTANCE, 0, 0)
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-- TODO: if we do not find a path here, consider pathing through a fence gate!
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if swp and #swp > 0 then
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for k = j-1,i,-1 do table.remove(wp, k) end
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for k = 2, #swp-1 do table.insert(wp, i-2+k, {pos = swp[k], failed_attempts = 0}) end
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--minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." successful.")
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i = i + #swp - 4
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else
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--minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." failed.")
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end
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end
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end
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i = i + 1
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end
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end
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if wp and drop_last_wp and vector.equals(wp[#wp], t) then table.remove(wp, #wp) end
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if wp and #wp > 0 then
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if visualize then
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for i = 1,#wp do
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core.add_particle({pos = wp[i].pos, expirationtime=3+i/3, size=3+2/i, velocity=vector.new(0,-0.02,0),
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texture="mcl_copper_anti_oxidation_particle.png"}) -- white stars
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end
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end
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--output_table(wp)
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self._target = t
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self.callback_arrived = callback_arrived
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self.current_target = table.remove(wp,1)
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while self.current_target and self.current_target.pos and vector.distance(p, self.current_target.pos) < 0.5 do
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--mcl_log("Skipping close initial waypoint")
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self.current_target = table.remove(wp,1)
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end
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if self.current_target and self.current_target.pos then
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self:turn_in_direction(self.current_target.pos.x - p.x, self.current_target.pos.z - p.z, 2)
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self.waypoints = wp
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self.state = PATHFINDING
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return true
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end
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end
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self:turn_in_direction(target.x - p.x, target.z - p.z, 4)
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self.state = "walk"
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self.waypoints = nil
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self.current_target = nil
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--minetest.log("no path found")
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end
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function mob_class:interact_with_door(action, target)
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local p = self.object:get_pos()
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--local t = minetest.get_timeofday()
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--local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"})
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--for _,d in pairs(dd) do
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if target then
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mcl_log("Door target is: ".. minetest.pos_to_string(target))
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local n = minetest.get_node(target)
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if n.name:find("_b_") or n.name:find("_t_") then
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local def = minetest.registered_nodes[n.name]
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local meta = minetest.get_meta(target)
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local closed = meta:get_int("is_open") == 0
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if closed and action == "open" and def.on_rightclick then
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mcl_log("Open door")
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def.on_rightclick(target,n,self)
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elseif not closed and action == "close" and def.on_rightclick then
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mcl_log("Close door")
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def.on_rightclick(target,n,self)
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end
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elseif n.name:find("_gate") then
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local def = minetest.registered_nodes[n.name]
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local meta = minetest.get_meta(target)
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local closed = meta:get_int("state") == 0
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if closed and action == "open" and def.on_rightclick then
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mcl_log("Open gate")
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def.on_rightclick(target,n,self)
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elseif not closed and action == "close" and def.on_rightclick then
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mcl_log("Close gate")
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def.on_rightclick(target,n,self)
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end
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else
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mcl_log("Not door")
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end
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else
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mcl_log("no target. cannot try and open or close door")
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end
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--end
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end
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function mob_class:do_pathfind_action(action)
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if action then
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mcl_log("Action present")
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local type = action["type"]
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local action_val = action["action"]
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local target = action["target"]
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if target then
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mcl_log("Target: ".. minetest.pos_to_string(target))
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end
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if type and type == "door" then
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mcl_log("Type is door")
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self.object:set_velocity(vector.zero())
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self:interact_with_door(action_val, target)
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end
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end
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end
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function mob_class:check_gowp(dtime)
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local p = self.object:get_pos()
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-- no destination
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if not p or not self._target then
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mcl_log("p: ".. tostring(p)..", self._target: ".. tostring(self._target))
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return
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end
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-- arrived at location, finish gowp
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local distance_to_targ = vector.distance(p,self._target)
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--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
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if distance_to_targ < 1.8 then
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mcl_log("Arrived at _target")
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|
self.waypoints = nil
|
|
self._target = nil
|
|
self.current_target = nil
|
|
self.state = "stand"
|
|
self.order = "stand"
|
|
self.object:set_velocity(vector.zero())
|
|
self.object:set_acceleration(vector.zero())
|
|
if self.callback_arrived then return self.callback_arrived(self) end
|
|
return true
|
|
elseif not self.current_target then
|
|
mcl_log("Not close enough to targ: ".. tostring(distance_to_targ))
|
|
end
|
|
|
|
-- More pathing to be done
|
|
local distance_to_current_target = 50
|
|
if self.current_target and self.current_target.pos then
|
|
local dx, dy, dz = self.current_target.pos.x-p.x, self.current_target.pos.y-p.y, self.current_target.pos.z-p.z
|
|
distance_to_current_target = (dx*dx+dy*dy*0.5+dz*dz)^0.5 -- reduced weight on y
|
|
--distance_to_current_target = vector.distance(p,self.current_target.pos)
|
|
end
|
|
-- also check next target, maybe we were too fast
|
|
local next_target = #self.waypoints > 1 and self.waypoints[1]
|
|
if not self.current_target["action"] and next_target and next_target.pos and distance_to_current_target < 1.5 then
|
|
local dx, dy, dz = next_target.pos.x-p.x, next_target.pos.y-p.y, next_target.pos.z-p.z
|
|
local distance_to_next_target = (dx*dx+dy*dy*0.5+dz*dz)^0.5 -- reduced weight on y
|
|
if distance_to_next_target < distance_to_current_target then
|
|
mcl_log("Skipped one waypoint.")
|
|
self.current_target = table.remove(self.waypoints, 1) -- pop waypoint already
|
|
distance_to_current_target = distance_to_next_target
|
|
end
|
|
end
|
|
-- debugging tool
|
|
if visualize and self.current_target and self.current_target.pos then
|
|
core.add_particle({pos = self.current_target.pos, expirationtime=.1, size=3, velocity=vector.new(0,-0.2,0), texture="mcl_particles_flame.png"})
|
|
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
|
|
local threshold = self.current_target["action"] and 0.7 or 0.9
|
|
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target.pos or distance_to_current_target < threshold ) then
|
|
-- We have waypoints, and are at current_target or have no current target. 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)
|
|
|
|
local hurry = (self.order == "sleep" or #self.waypoints > 15) and self.run_velocity or self.walk_velocity
|
|
self.current_target = table.remove(self.waypoints, 1)
|
|
-- use smoothing -- TODO: check for blockers before cutting corners?
|
|
if #self.waypoints > 0 and not self.current_target["action"] then
|
|
local curwp, nextwp = self.current_target.pos, self.waypoints[1].pos
|
|
self:go_to_pos(vector.new(curwp.x*0.7+nextwp.x*0.3,curwp.y,curwp.z*0.7+nextwp.z*0.3), hurry)
|
|
return
|
|
end
|
|
self:go_to_pos(self.current_target.pos, hurry)
|
|
--if self.current_target["action"] then self:set_velocity(self.walk_velocity * 0.5) end
|
|
return
|
|
elseif self.current_target and self.current_target.pos then
|
|
-- No waypoints left, but have current target and not close enough. 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 >= PATHFINDING_FAIL_THRESHOLD then
|
|
mcl_log("Failed to reach position " .. minetest.pos_to_string(self.current_target.pos) .. " too many times. At: "..minetest.pos_to_string(p).." Abandon route. Times tried: " .. failed_attempts .. " current distance "..distance_to_current_target)
|
|
self.state = "stand"
|
|
self.current_target = nil
|
|
self.waypoints = nil
|
|
self._target = nil
|
|
self._pf_last_failed = os.time()
|
|
self.object:set_velocity(vector.zero())
|
|
self.object:set_acceleration(vector.zero())
|
|
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")
|
|
|
|
if self.waypoints then
|
|
mcl_log("WP: " .. tostring(self.waypoints))
|
|
mcl_log("WP num: " .. tostring(#self.waypoints))
|
|
else
|
|
mcl_log("No wp set")
|
|
end
|
|
if self.current_target then
|
|
mcl_log("Current target: " .. tostring(self.current_target))
|
|
else
|
|
mcl_log("No current target")
|
|
end
|
|
|
|
local final_wp = minetest.find_path(p, self._target, PATHFINDING_SEARCH_DISTANCE, 1, 4)
|
|
if final_wp then
|
|
mcl_log("We can 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
|
|
--[[ ok, let's try
|
|
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 > 1.6 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"]))
|
|
mcl_log("target is: ".. minetest.pos_to_string(self._target))
|
|
self.current_target = nil
|
|
end
|
|
return
|
|
end
|
|
--]]--
|
|
end
|