Re: Mobkit - Entity API [mobkit][wip]
Posted: Fri Feb 22, 2019 21:34
cool! If you complete it, I will use it in the mobs mod I'm working on.Termos wrote:I decided to post some preview code, attachments in the first post.
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cool! If you complete it, I will use it in the mobs mod I'm working on.Termos wrote:I decided to post some preview code, attachments in the first post.
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Sounds like a good plan if you can manage to implement it. Most mods that want to do something with a (more intelligent) mob don't really have to know how to do all the small steps necessary to accomplish the larger goal. Duplication of code can be avoided, behaviour simulated. The builders I need for my citybuilder mod could profit.Termos wrote: Entity property (function). Mobs must have it, inanimate objects not necessarily so. This is where the most important cognitive processes take place: where do we come from, what is the purpose of meaning, and above all - what are we going to do next.
-Kitty seems to avoid jumping heights, it can fall but it has to think about that.runs wrote:I've tested with my kitty mob:
Yup, this is the point, when this is more developed it should be easy to create different mobs quickly using a sizable library of built in behaviors.Sokomine wrote:Termos wrote: Most mods that want to do something with a (more intelligent) mob don't really have to know how to do all the small steps necessary to accomplish the larger goal.
Kitty cannot jump out this hole (even changing jump_heigh 1, 2, 3...)Termos wrote:-Kitty seems to avoid jumping heights, it can fall but it has to think about that.runs wrote:I've tested with my kitty mob:
With this behavior active, they shouldn't fall down farther than they can jump back up. Would you tell me more about how it happened? What jump_height setting?.
Code: Select all
minetest.register_entity("petz:kitty", {
-- common props
physical = true,
rotate = Rotate,
damage = 8,
hp_min = 4,
hp_max = 8,
armor = 200,
--stepheight = 1,
collide_with_objects = true,
collisionbox = CollisionBox,
visual = Visual,
mesh = Mesh,
textures = Textures,
visual_size = VisualSize,
on_step = mobkit.stepfunc, -- required
on_activate = mobkit.actfunc, -- required
-- api props
springiness=0.5,
walk_speed = 1,
jump_height = 5,
brainfunc = function(self) -- dumbest brain possible
if mobkit.is_queue_empty_high(self) then mobkit.hq_roam(self) end
end
})
The model size is inside a node. No hitbox, but collisionbox.Termos wrote:Springiness is not intended to be used with mobs, this is probably the cause, my guess is she bounces off the walls, try setting it to zero.
Also, I'd reduce the hitbox size 3 to 4 times to match the model, horizontal dimensions should never exceed 1 anyway.
Code: Select all
CollisionBox = {-0.35, -0.5, -0.28, 0.35, -0.125, 0.28}
Code: Select all
2019-02-24 10:46:34: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Activate(): /opt/minetest/bin/../games/bogart/mods/mobkit/init.lua:317: attempt to perform arithmetic on a nil value
Code: Select all
self.height = self.collisionbox[5] - self.collisionbox[2]
2019-02-24 10:45:25: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /opt/minetest/bin/../games/bogart/mods/mobkit/init.lua:159: attempt to perform arithmetic on field 'height' (a nil value)
2019-02-24 10:45:25: ERROR[Main]: stack traceback:
2019-02-24 10:45:25: ERROR[Main]: /opt/minetest/bin/../games/bogart/mods/mobkit/init.lua:159: in function 'is_neighbor_node_reachable'
2019-02-24 10:45:25: ERROR[Main]: /opt/minetest/bin/../games/bogart/mods/mobkit/init.lua:290: in function 'func'
2019-02-24 10:45:25: ERROR[Main]: /opt/minetest/bin/../games/bogart/mods/mobkit/init.lua:192: in function 'execute_queues'
2019-02-24 10:45:25: ERROR[Main]: /opt/minetest/bin/../games/bogart/mods/mobkit/init.lua:366: in function </opt/minetest/bin/../games/bogart/mods/mobkit/init.lua:320>
I know it, I'm still in an early development stage. :-)Termos wrote:Ok, the main reason is such a model alignment is not supported.
Probably it should be, as existing models' alignment seems to be all over the place, so now it is.
Tested with redo kitten model, mobkit reuploaded.
Thanks, good testin.
That box of yours is still way too big though, and there are no good reasons for horizontal dimensions not to be equal.
That was definitely needed lol. Don't think I could stand letting one of those things get close to me...Termos wrote:Proper knockback.
Nothing fancy, giving it an initial velocity is enough.
That it stops when it should and then mobs continue their tasks is a byproduct of physics and behaviors.
ohhh :-DTermos wrote:Haha, he's a looker, ain't he?
True, his appearance may not be appealing to everyone's sensibilities,
so for the next clip i went with the Internet gold standard.
They can see me.
Now they are equipped with basic sensory apparata, it's time for more complex behaviors involving other entities and players, like following, running away, hunting, mating etc.
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brainfunc = function(self)
if mobkit.is_queue_empty_high(self) then
local plyr = mobkit.get_nearby_player(self)
if plyr then mobkit.hq_follow(self,plyr) end
end
end,
Oh, impressive.Termos wrote:I gotta feeling somebody's following me
The simplest follower brain which makes them follow the first player they encounter looks like this:Simple enough, huh?Code: Select all
brainfunc = function(self) if mobkit.is_queue_empty_high(self) then local plyr = mobkit.get_nearby_player(self) if plyr then mobkit.hq_follow(self,plyr) end end end,
Alas, coding particular behavior functions is not as simple as I would like it to be, yet.
Nice!Termos wrote:Now that was an epic disaster, two months no backup ;) Luckily there's Ggl.
Reuploaded the latest preview package, see the first post.
Meanwhile, coming up next:
Buoyancy is relatively easy, but making them find closest dry land and come ashore is more tricky.
(no find_node_nears have been abused during the making of this clip)
https://web.archive.org/web/20190425074 ... 2&start=50Termos wrote:Now that was an epic disaster, two months no backup ;) Luckily there's...
Thanks! Does it stay forever?WayBack Machine wrote: https://web.archive.org/web/20190425074 ... 2&start=50
At this early stage repo would be impractical.Kurtzmusch wrote:why no git repo though?