advanced_npc/actions/actions.lua

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-- Actions code for Advanced NPC by Zorman2000
---------------------------------------------------------------------------------------
-- Action functionality
---------------------------------------------------------------------------------------
-- The NPCs will be able to perform five fundamental actions that will allow
-- for them to perform any other kind of interaction in the world. These
-- fundamental actions are: place a node, dig a node, put items on an inventory,
-- take items from an inventory, find a node closeby (radius 3) and
-- walk a step on specific direction. These actions will be set on an action queue.
-- The queue will have the specific steps, in order, for the NPC to be able to do
-- something (example, go to a specific place and put a chest there). The
-- fundamental actions are added to the action queue to make a complete task for the NPC.
npc.actions = {}
-- Describes actions with doors or openable nodes
npc.actions.door_action = {
OPEN = 1,
CLOSE = 2
}
-- Describe the state of doors or openable nodes
npc.actions.door_state = {
OPEN = 1,
CLOSED = 2
}
function npc.actions.rotate(args)
local self = args.self
local dir = args.dir
local yaw = 0
self.rotate = 0
if dir == npc.direction.north then
yaw = 0
elseif dir == npc.direction.east then
yaw = (3 * math.pi) / 2
elseif dir == npc.direction.south then
yaw = math.pi
elseif dir == npc.direction.west then
yaw = math.pi / 2
end
self.object:setyaw(yaw)
end
-- This function will make the NPC walk one step on a
-- specifc direction. One step means one node. It returns
-- true if it can move on that direction, and false if there is an obstacle
function npc.actions.walk_step(args)
local self = args.self
local dir = args.dir
local vel = {}
if dir == npc.direction.north then
vel = {x=0, y=0, z=0.98}
elseif dir == npc.direction.east then
vel = {x=0.98, y=0, z=0}
elseif dir == npc.direction.south then
vel = {x=0, y=0, z=-0.98}
elseif dir == npc.direction.west then
vel = {x=-0.98, y=0, z=0}
end
set_animation(self, "walk")
npc.actions.rotate({self=self, dir=dir})
self.object:setvelocity(vel)
end
-- This action makes the NPC stand and remain like that
function npc.actions.stand(args)
local self = args.self
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- Set stand animation
set_animation(self, "stand")
end
-- This action makes the NPC sit on the node where it is
function npc.actions.sit(args)
local self = args.self
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- Set sit animation
self.object:set_animation({
x = npc.ANIMATION_SIT_START,
y = npc.ANIMATION_SIT_END},
self.animation.speed_normal, 0)
end
-- This action makes the NPC lay on the node where it is
function npc.actions.lay(args)
local self = args.self
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- Set sit animation
self.object:set_animation({
x = npc.ANIMATION_LAY_START,
y = npc.ANIMATION_LAY_END},
self.animation.speed_normal, 0)
end
-- Inventory functions for players and for nodes
-- This function is a convenience function to make it easy to put
-- and get items from another inventory (be it a player inv or
-- a node inv)
function npc.actions.put_item_on_external_inventory(args)
local self = args.self
local player = args.player
local pos = args.pos
local inv_list = args.inv_list
local item_name = args.item_name
local count = args.count
local is_furnace = args.is_furnace
local inv
if player ~= nil then
inv = minetest.get_inventory({type="player", name=player})
else
inv = minetest.get_inventory({type="node", pos=pos})
end
-- Create ItemStack to put on external inventory
local item = ItemStack(item_name.." "..count)
-- Check if there is enough room to add the item on external invenotry
if inv:room_for_item(inv_list, item) then
-- Take item from NPC's inventory
if npc.take_item_from_inventory_itemstring(self, item) then
-- NPC doesn't have item and/or specified quantity
return false
end
-- Add items to external inventory
inv:add_item(inv_list, item)
-- If this is a furnace, start furnace timer
if is_furnace == true then
minetest.get_node_timer(pos):start(1.0)
end
return true
end
-- Not able to put on external inventory
return false
end
function npc.actions.take_item_from_external_inventory(args)
local self = args.self
local player = args.player
local pos = args.pos
local inv_list = args.inv_list
local item_name = args.item_name
local count = args.count
local inv
if player ~= nil then
inv = minetest.get_inventory({type="player", name=player})
else
inv = minetest.get_inventory({type="node", pos})
end
-- Create ItemSTack to take from external inventory
local item = ItemStack(item_name.." "..count)
-- Check if there is enough of the item to take
if inv:contains_item(inv_list, item) then
-- Add item to NPC's inventory
npc.add_item_to_inventory_itemstring(self, item)
-- Add items to external inventory
inv:remove_item(inv_list, item)
return true
end
-- Not able to put on external inventory
return false
end
-- This function is used to open or close doors from
-- that use the default doors mod
function npc.actions.use_door(args)
local self = args.self
local pos = args.pos
local action = args.action
local node = minetest.get_node(pos)
local state = npc.actions.door_state.CLOSED
local a_i1, a_i2 = string.find(node.name, "_a")
if a_i1 == nil then
state = npc.actions.door_state.OPEN
end
--minetest.log("Node: "..dump(node)..". State: "..dump(state)..", Action: "..dump(action))
local clicker = self.object
if action ~= state then
minetest.registered_nodes[node.name].on_rightclick(pos, node, clicker, nil, nil)
end
end
---------------------------------------------------------------------------------------
-- Tasks functionality
---------------------------------------------------------------------------------------
-- Tasks are operations that require many actions to perform. Basic tasks, like
-- walking from one place to another, operating a furnace, storing or taking
-- items from a chest, opening/closing doors, etc. are provided here.
-- This function allows a NPC to use a furnace using only items from
-- its own inventory. Fuel is not provided. Once the furnace is finished
-- with the fuel items the NPC will take whatever was cooked and whatever
-- remained to cook. The function received the position of the furnace
-- to use, and the item to cook in furnace. Item is an itemstring
function npc.actions.use_furnace(self, pos, item)
-- Check if any item in the NPC inventory serve as fuel
-- For now, just use some specific items as fuel
local fuels = {"default:leaves", "default:tree"}
-- Check if NPC has a fuel item
for i = 1,2 do
local fuel_item = npc.inventory_contains(self, fuels[i])
local src_item = npc.inventory_contains(self, item)
if fuel_item ~= nil and src_item ~= nil then
-- Put this item on the fuel inventory list of the furnace
local args = {
self = self,
player = nil,
pos = pos,
inv_list = "fuel",
item_name = npc.get_item_name(fuel_item.item_string),
count = npc.get_item_count(fuel_item.item_string)
}
minetest.log("Adding fuel action")
npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
-- Put the item that we want to cook on the furnace
args = {
self = self,
player = nil,
pos = pos,
inv_list = "src",
item_name = npc.get_item_name(src_item.item_string),
count = npc.get_item_count(src_item.item_string),
is_furnace = true
}
minetest.log("Adding src action")
npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
return true
end
end
-- Couldn't use the furnace due to lack of items
return false
end
function npc.actions.walk_to_pos(self, end_pos)
local start_pos = self.object:getpos()
-- Find path
local path = npc.actions.find_path({x=start_pos.x, y=start_pos.y-1, z=start_pos.z}, end_pos)
if path ~= nil then
minetest.log("Found path to node: "..dump(end_pos))
-- Add a first step
local dir = npc.actions.get_direction(start_pos, path[1].pos)
npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
-- Add subsequent steps
for i = 1, #path do
--minetest.log("Path: (i) "..dump(path[i])..": Path i+1 "..dump(path[i+1]))
-- Do not add an extra step
if i == #path then
-- Add direction to last node
local dir = npc.actions.get_direction(path[i].pos, end_pos)
-- Add stand animation at end
npc.add_action(self, npc.actions.stand, {self = self})
-- Rotate to face the end node
npc.actions.rotate({self = self, dir = dir})
break
end
-- Get direction to move from path[i] to path[i+1]
local dir = npc.actions.get_direction(path[i].pos, path[i+1].pos)
-- Add walk action to action queue
npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
end
end
end
local function vector_opposite(v)
return vector.multiply(v, -1)
end
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=0}
end
end
-- This function returns the direction enum
-- for the moving from v1 to v2
function npc.actions.get_direction(v1, v2)
local dir = vector.subtract(v2, v1)
if dir.x ~= 0 then
if dir.x > 0 then
return npc.direction.east
else
return npc.direction.west
end
elseif dir.z ~= 0 then
if dir.z > 0 then
return npc.direction.north
else
return npc.direction.south
end
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
DIFF_LIMIT = 125
-- 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)
--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) > DIFF_LIMIT or math.abs(diff.z) > DIFF_LIMIT then
-- 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_good_dir ~= nil then
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, nil, nil)
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 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 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)
else
last_good_dir = dir_vector
--minetest.log("------------ Third attempt ------------")
-- If not walkable, then try the next node
if dir_vector.x ~= 0 then
--minetest.log("Move into opposite z dir")
dir_vector = get_unit_dir_vector_based_on_diff(start_pos, diff)
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(start_pos, diff)
vector.multiply(dir_vector, -1)
end
--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, last_good_dir)
else
-- Try to return back, opposite of last dir. For now return nil as this code
-- is not good enough to work correctly.
return nil
end
end
end
end
function npc.actions.find_path(start_pos, end_pos)
return find_path_recursive(start_pos, end_pos, {}, nil, nil)
end