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mirror of https://github.com/tacigar/maidroid.git synced 2025-01-28 16:30:19 +01:00
maidroid/maidroid_core/cores/farming.lua
2016-12-19 13:30:02 +09:00

234 lines
6.5 KiB
Lua

------------------------------------------------------------
-- Copyright (c) 2016 tacigar. All rights reserved.
-- https://github.com/tacigar/maidroid
------------------------------------------------------------
local state = {
WALK_RANDOMLY = 0,
WALK_TO_PLANT = 1,
WALK_TO_MOW = 2,
MOW = 3,
PLANT = 4,
}
local searching_range = {
x = 5,
y = 1,
z = 5,
}
local target_plants = {
"farming:cotton_8",
"farming:wheat_8",
}
local VELOCITY = 3
local SEARCHING_TIME_INTERVAL = 20
local MOWING_TIME_INTERVAL = 20
local PLANTING_TIME_INTERVAL = 5
local TO_TARGET_DISTANCE = 1.25
-- has_seeditem reports whether maidroid has seed items.
local function has_seeditem(self)
local inv = self:get_inventory()
local stacks = inv:get_list("main")
for _, stack in ipairs(stacks) do
local itemname = stack:get_name()
if minetest.get_item_group(item_name, "seed") > 0 then
return true
end
end
return false
end
-- is_plantable_place reports whether maidroid can plant any seed.
local function is_plantable_place(pos)
local node = minetest.get_node(pos)
local lpos = vector.sub(pos, {x = 0, y = -1, z = 0})
local lnode = minetest.get_node(lpos)
return node.name == "air"
and minetest.get_item_group(lnode.name, "wet") > 0
end
-- is_mowable_place reports whether maidroid can mow.
local function is_mowable_place(pos)
local node = minetest.get_node(pos)
return maidroid_aux.table.find(target_plants, node.name)
end
-- does_move reports whether the maidroid move in 1 frame.
local function does_move(self)
local pos = self.object:getpos()
return self.pre_position.x ~= pos.x or self.pre_position.z ~= pos.z
end
local function change_direction_randomly(self)
local dir = {
x = math.random(0, 5) * 2 - 5, -- -5.0 ~ 5.0
y = 0,
z = math.random(0, 5) * 2 - 5, -- -5.0 ~ 5.0
}
local vel = vector.multiply(vector.normalize(dir), VELOCITY)
self.object:setvelocity(vel)
self:set_yaw_by_direction(vel)
end
local function start_walk_randomly(self)
self.state = state.WALK_RANDOMLY
self.destination = nil
self:set_animation(maidroid.animation_frames.WALK)
self.time_counter = 0
self:change_direction_randomly()
end
do -- register farming core
local function on_start(self)
self.object:setacceleration{x = 0, y = -10, z = 0}
self.object:setvelocity{x = 0, y = 0, z = 0}
self.state = state.WALK_RANDOMLY
self.pre_position = self.object:getpos()
self.time_counter = 0
self.destination = nil
end
local function on_stop(self)
self.object:setvelocity{x = 0, y = 0, z = 0}
self.state = nil
self.pre_position = nil
self.time_counter = nil
self.destination = nil
end
local function on_step(self, dtime)
self:pickup_item() -- at first, pickup item dropped.
if self.state == state.WALK_RANDOMLY then
if self.time_counter >= SEARCHING_TIME_INTERVAL then
self.time_counter = 0 -- reset time_counter
if self:has_seeditem() then
local dest = maidroid_core._aux.search_surrounding(is_plantable_place)
if dest ~= nil then
self.state = state.WALK_TO_PLANT
self.destination = dest
self.pre_position = self.object:getpos()
return
end
end
local dest = maidroid_core._aux.search_surrounding(is_mowable_place)
if dest ~= nil then
self.state = state.WALK_TO_MOW
self.destination = dest
self.pre_position = self.object:getpos()
return
end
else
if not self:does_move() then -- if doesn't move change direction.
self:change_direction_randomly()
end
self.time_counter = self.time_counter + 1
self.pre_position = self.object:getpos()
return
end
elseif self.state == state.MOW then
if self.time_counter >= MOWING_TIME_INTERVAL then
self.time_counter = 0
if is_mowable_place(self.destination) then
local node = minetest.get_node(self.destination)
local inv = self:get_inventory()
local stacks = minetest.get_node_drops(node.name)
minetest.remove_node(self.destination)
for _, stack in ipairs(stacks) do
local leftover = inv:add_item("main", stack)
minetest.add_item(self.destination, leftover)
end
end
self:start_walk_randomly()
self.pre_position = self.object:getpos()
return
else
self.time_counter = self.time_counter + 1
self.pre_position = self.object:getpos()
return
end
elseif self.state == state.PLANT then
if self.time_counter >= PLANTING_TIME_INTERVAL then
self.time_counter = 0
if is_plantable_place(self.destination) then
local inv = self:get_inventory()
local stack = inv:get_stack("wield_item", 1)
local itemname = stack:get_name()
minetest.add_node(self.destination, {name = item_name, param2 = 1})
stack:take_item(1)
inv:set_stack("wield_item", 1, stack)
end
self:start_walk_randomly()
self.pre_position = self.object:getpos()
else
self.time_counter = self.time_counter + 1
self.pre_position = self.object:getpos()
return
end
elseif self.state == state.WALK_TO_MOW then
local pos = self.object:getpos()
if vector.distance(pos, self.destination) < TO_TARGET_DISTANCE then
local destination_node = minetest.get_node(self.destination)
if is_target_plant(destination_node.name) then
self.state = state.MOW
self:set_animation(maidroid.animation_frames.MINE)
self.object:setvelocity{x = 0, y = 0, z = 0}
self.pre_position = self.object:getpos()
return
else
self:start_walk_randomly()
self.preposition = self.object:getpos()
return
end
elseif not self:does_move() then
self:start_walk_randomly()
self.preposition = self.getpos()
return
end
elseif self.state == state.WALK_TO_PLANT then
local pos = self.object:getpos()
if vector.distance(pos, self.destination) < TO_TARGET_DISTANCE then
local destination_node = minetest.get_node(self.destiantion)
if is_plantable_place(self.destination) then
self.state = state.PLANT
self:set_animation(maidroid.animation_frames.MINE)
self.object:setvelocity{x = 0, y = 0, z = 0}
self.pre_position = self.object:getpos()
else
self:start_walk_randomly()
self.preposition = self.object:getpos()
return
end
elseif hoge then
end
end
end
maidroid.register_core("maidroid_core:farming", {
description = "maidroid core : farming",
inventory_image = "maidroid_core_farming.png",
on_start = on_start,
on_stop = on_stop,
on_resume = on_start,
on_pause = on_stop,
on_step = on_step,
})
end -- register farming core