advanced_npc/spawner.lua

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2017-03-18 00:35:19 +01:00
-- Advanced NPC spawner by Zorman2000
-- The advanced spawner will contain functionality to spawn NPC correctly on
-- mg_villages building. The spawn node will be the mg_villages:plotmarker.
-- This node will be replaced with one that will perform the following functions:
--
-- - Scan the current building, check if it is of type:
-- - House
-- - Farm
-- - Hut
-- - NOTE: All other types are unsupported as-of now
-- - If it's from any of the above types, the spawner will proceed to scan the
-- the building and find out:
-- - Number and positions of beds
-- - Number and positions of benches
-- - Number and positions of chests
-- - Position of furnaces
-- - Position of doors
-- - NOTE: Scanning will be implemented for first floors only in the first
-- version. It's expected to also include upper floors later.
-- - After that, it will store these information in the node's metadata.
-- - The spawner will analyze the information and will spawn (# of beds/2) or 1
-- NPC in that house. The NPCs will be spawned in intervals, for which the node
-- will create node timers for each NPC.
-- - When a NPC is spawned:
-- - The NPC will be given a schedule
-- - If in a farm, the NPC will have a "farmer schedule" with a 40% chance
-- - If in a house or hut, the NPC will have either a miner, woodcutter, cooker
-- or simple schedule with an equal chance each
-- - The NPC will be assigned a unique bed
-- - The NPC will know the location of one chest, one bench and one furnace
-- - A life timer for the NPC will be created (albeit a long one). Once the NPC's
-- timer is invoked, the NPC will be de-spawned (dies). The spawner should keep
-- track of these.
-- - If a NPC has died, the spawner will choose with 50% chance to spawn a new NPC.
--
-- This is the basic functionality expected for the spawner in version 1. Other things
-- such as scanning upper floors, spawning families of NPCs and creating relationships
-- among them, etc. will be for other versions.
-- This is the official list of support building types
-- from the mg_villages mod
local mg_villages_supported_building_types = {
"house",
"farm_full",
"farm_tiny",
"hut",
"lumberjack"
}
local replace_activated = true
local max_replace_count = 1
local replace_count = 0
-- Node registration
-- This node is currently a slightly modified mg_villages:plotmarker
minetest.register_node("advanced_npc:auto_spawner", {
description = "Automatic NPC Spawner",
drawtype = "nodebox",
tiles = {"default_stone.png"},
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.5+2/16, -0.5, -0.5+2/16, 0.5-2/16, -0.5+2/16, 0.5-2/16},
}
},
groups = {cracky=3,stone=2},
on_rightclick = function( pos, node, clicker, itemstack, pointed_thing)
return mg_villages.plotmarker_formspec( pos, nil, {}, clicker )
end,
on_receive_fields = function(pos, formname, fields, sender)
return mg_villages.plotmarker_formspec( pos, formname, fields, sender );
end,
-- protect against digging
can_dig = function(pos, player)
local meta = minetest.get_meta(pos);
if (meta and meta:get_string("village_id") ~= "" and meta:get_int("plot_nr") and meta:get_int("plot_nr") > 0 ) then
return false;
end
return true;
end
})
-- Scans an area for the supported nodes: beds, benches,
-- furnaces, storage (e.g. chests) and openable (e.g. doors).
-- Returns a table with these classifications
local function scan_area(start_pos, end_pos)
local result = {
bed_type = {},
sittable_type = {},
furnace_type = {},
storage_type = {},
openable_type = {}
}
end
-- This function creates a table of the scannable nodes inside
-- a mg_villages building. It needs the plotmarker position for a start
-- point and the building_data to get the x, y and z-coordinate size
-- of the building schematic
local function scan_mg_villages_building(pos, building_data)
-- Get area of the building
local x_size = building_data.sizex
local y_size = building_data.ysize
local z_size = building_data.sizez
local start_pos = {x=pos.x, y=pos.y, z=pos.z}
local end_pos = {x=pos.x + x_size, y=pos.y + y_size, z=pos.z + z_size}
return scan_area(start_pos, end_pos)
end
if minetest.get_modpath("mg_villages") ~= nil then
-- LBM Registration
-- Used to modify plotmarkers and replace them with advanced_npc:auto_spawner
minetest.register_lbm({
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
name = "advanced_npc:mg_villages_plotmarker_replacer",
nodenames = {"mg_villages:plotmarker"},
run_at_every_load = true,
action = function(pos, node)
-- Check if replacement is activated
if replace_activated then
-- Check if limit has been reached
if replace_count < max_replace_count then
-- Get the meta at the current position
local meta = minetest.get_meta(pos)
local village_id = meta:get_string("village_id")
local plot_nr = meta:get_int("plot_nr")
local infotext = meta:get_string("infotext")
-- Following line from mg_villages mod, protection.lua
local btype = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].btype
minetest.log("All info: "..dump(mg_villages.BUILDINGS[btype]))
local building_data = mg_villages.BUILDINGS[btype]
local building_type = building_data.typ
-- Check if the building is of the support types
for _,value in pairs(mg_villages_supported_building_types) do
minetest.log("Current value: "..dump(value))
if building_type == value then
-- Replace the plotmarker for auto-spawner
minetest.set_node(pos, {name="advanced_npc:auto_spawner"})
-- Set the old plotmarker meta again
meta:set_string("village_id", village_id)
meta:set_int("plot_nr", plot_nr)
meta:set_string("infotext", infotext)
-- Increase count of modified nodes
replace_count = replace_count + 1
end
end
end
end
end
})
end