Actions: Rewrite API to use executor function + constants of commands.

Re-write NPC add action/task functions, do_custom() to use new actions API.
Spawner: Find building entrances (WIP)
Places: Fix numerous bugs with add/get places functions.
Actions: Fix bugs with sittable task.
This commit is contained in:
Hector Franqui 2017-05-13 13:17:45 -04:00
parent 9b3d458872
commit 1d1a56592b
5 changed files with 628 additions and 524 deletions

View File

@ -35,6 +35,24 @@ npc.actions.const = {
} }
} }
npc.actions.cmd = {
SET_INTERVAL = 0,
FREEZE = 1,
ROTATE = 2,
WALK_STEP = 3,
STAND = 4,
SIT = 5,
LAY = 6,
PUT_ITEM = 7,
TAKE_ITEM = 8,
CHECK_ITEM = 9,
USE_OPENABLE = 10,
USE_FURNACE = 11,
USE_BED = 12,
USE_SITTABLE = 13,
WALK_TO_POS = 14
}
--npc.actions.one_nps_speed = 0.98 --npc.actions.one_nps_speed = 0.98
--npc.actions.one_half_nps_speed = 1.40 --npc.actions.one_half_nps_speed = 1.40
--npc.actions.two_nps_speed = 1.90' --npc.actions.two_nps_speed = 1.90'
@ -42,6 +60,67 @@ npc.actions.one_nps_speed = 1
npc.actions.one_half_nps_speed = 1.5 npc.actions.one_half_nps_speed = 1.5
npc.actions.two_nps_speed = 2 npc.actions.two_nps_speed = 2
-- Executor --
--------------
-- Function references aren't reliable in Minetest entities. Objects get serialized
-- and deserialized, as well as loaded and unloaded frequently which causes many
-- function references to be lost and then crashes occurs due to nil variables.
-- Using constants to refer to each method of this API and a function that
-- understands those constants and executes the proper function is the way to avoid
-- this frequent crashes.
function npc.actions.execute(self, command, args)
if command == npc.actions.cmd.SET_INTERVAL then
--
return npc.actions.set_interval(self, args)
elseif command == npc.actions.cmd.FREEZE then
--
return npc.actions.freeze(self, args)
elseif command == npc.actions.cmd.ROTATE then
--
return npc.actions.rotate(self, args)
elseif command == npc.actions.cmd.WALK_STEP then
--
return npc.actions.walk_step(self, args)
elseif command == npc.actions.cmd.STAND then
--
return npc.actions.stand(self, args)
elseif command == npc.actions.cmd.SIT then
--
return npc.actions.sit(self, args)
elseif command == npc.actions.cmd.LAY then
--
return npc.actions.lay(self, args)
elseif command == npc.actions.cmd.PUT_ITEM then
--
return npc.actions.put_item_on_external_inventory(self, args)
elseif command == npc.actions.cmd.TAKE_ITEM then
--
return npc.actions.take_item_from_external_inventory(self, args)
elseif command == npc.actions.cmd.CHECK_ITEM then
--
return npc.actions.check_external_inventory_contains_item(self, args)
elseif command == npc.actions.cmd.USE_OPENABLE then
--
return npc.actions.use_openable(self, args)
elseif command == npc.actions.cmd.USE_FURNACE then
--
return npc.actions.use_furnace(self, args)
elseif command == npc.actions.cmd.USE_BED then
--
return npc.actions.use_bed(self, args)
elseif command == npc.actions.cmd.USE_SITTABLE then
-- Call use sittable task
return npc.actions.use_sittable(self, args)
elseif command == npc.actions.cmd.WALK_TO_POS then
-- Call walk to position task
minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
return npc.actions.walk_to_pos(self, args)
end
end
-- TODO: Thanks to executor function, all the functions for Actions and Tasks
-- should be made into private API
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Actions -- Actions
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
@ -303,7 +382,7 @@ end
-- This function is used to open or close openable nodes. -- This function is used to open or close openable nodes.
-- Currently supported openable nodes are: any doors using the -- Currently supported openable nodes are: any doors using the
-- default doors API, and the cottages mod gates and doors. -- default doors API, and the cottages mod gates and doors.
function npc.actions.use_door(self, args) function npc.actions.use_openable(self, args)
local pos = args.pos local pos = args.pos
local action = args.action local action = args.action
local dir = args.dir local dir = args.dir
@ -400,7 +479,7 @@ function npc.actions.use_furnace(self, args)
item_name = npc.get_item_name(fuel_item.item_string), item_name = npc.get_item_name(fuel_item.item_string),
count = fuel_amount count = fuel_amount
} }
npc.add_action(self, npc.actions.put_item_on_external_inventory, args) npc.add_action(self, npc.actions.cmd.PUT_ITEM, args)
-- Put the item that we want to cook on the furnace -- Put the item that we want to cook on the furnace
args = { args = {
player = nil, player = nil,
@ -410,20 +489,20 @@ function npc.actions.use_furnace(self, args)
count = npc.get_item_count(item), count = npc.get_item_count(item),
is_furnace = true is_furnace = true
} }
npc.add_action(self, npc.actions.put_item_on_external_inventory, args) npc.add_action(self, npc.actions.cmd.PUT_ITEM, args)
-- Now, set NPC to wait until furnace is done. -- Now, set NPC to wait until furnace is done.
minetest.log("Setting wait action for "..dump(total_cook_time)) minetest.log("Setting wait action for "..dump(total_cook_time))
npc.add_action(self, npc.actions.set_interval, {interval=total_cook_time, freeze=freeze}) npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=total_cook_time, freeze=freeze})
-- Reset timer -- Reset timer
npc.add_action(self, npc.actions.set_interval, {interval=1, freeze=true}) npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=1, freeze=true})
-- If freeze is false, then we will have to find the way back to the furnace -- If freeze is false, then we will have to find the way back to the furnace
-- once cooking is done. -- once cooking is done.
if freeze == false then if freeze == false then
minetest.log("Adding walk to position to wandering: "..dump(pos)) minetest.log("Adding walk to position to wandering: "..dump(pos))
npc.add_task(self, npc.actions.walk_to_pos, {end_pos=pos, walkable={}}) npc.add_task(self, npc.actions.cmd.WALK_TO_POS, {end_pos=pos, walkable={}})
end end
-- Take cooked items back -- Take cooked items back
@ -437,7 +516,7 @@ function npc.actions.use_furnace(self, args)
is_furnace = false is_furnace = false
} }
minetest.log("Taking item back: "..minetest.pos_to_string(pos)) minetest.log("Taking item back: "..minetest.pos_to_string(pos))
npc.add_action(self, npc.actions.take_item_from_external_inventory, args) npc.add_action(self, npc.actions.cmd.TAKE_ITEM, args)
minetest.log("Inventory: "..dump(self.inventory)) minetest.log("Inventory: "..dump(self.inventory))
@ -450,7 +529,9 @@ end
-- This function makes the NPC lay or stand up from a bed. The -- This function makes the NPC lay or stand up from a bed. The
-- pos is the location of the bed, action can be lay or get up -- pos is the location of the bed, action can be lay or get up
function npc.actions.use_bed(self, pos, action) function npc.actions.use_bed(self, args)
local pos = args.pos
local action = args.action
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
minetest.log(dump(node)) minetest.log(dump(node))
local dir = minetest.facedir_to_dir(node.param2) local dir = minetest.facedir_to_dir(node.param2)
@ -459,15 +540,15 @@ function npc.actions.use_bed(self, pos, action)
-- Get position -- Get position
local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir) local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir)
-- Sit down on bed, rotate to correct direction -- Sit down on bed, rotate to correct direction
npc.add_action(self, npc.actions.sit, {pos=bed_pos, dir=(node.param2 + 2) % 4}) npc.add_action(self, npc.actions.cmd.SIT, {pos=bed_pos, dir=(node.param2 + 2) % 4})
-- Lay down -- Lay down
npc.add_action(self, npc.actions.lay, {}) npc.add_action(self, npc.actions.cmd.LAY, {})
else else
-- Calculate position to get up -- Calculate position to get up
local bed_pos_y = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir).y local bed_pos_y = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir).y
local bed_pos = {x = pos.x, y = bed_pos_y, z = pos.z} local bed_pos = {x = pos.x, y = bed_pos_y, z = pos.z}
-- Sit up -- Sit up
npc.add_action(self, npc.actions.sit, {pos=bed_pos}) npc.add_action(self, npc.actions.cmd.SIT, {pos=bed_pos})
-- Initialize direction: Default is front of bottom of bed -- Initialize direction: Default is front of bottom of bed
local dir = (node.param2 + 2) % 4 local dir = (node.param2 + 2) % 4
-- Find empty node around node -- Find empty node around node
@ -498,7 +579,7 @@ function npc.actions.use_bed(self, pos, action)
end end
end end
-- Stand out of bed -- Stand out of bed
npc.add_action(self, npc.actions.stand, {pos=pos_out_of_bed, dir=dir}) npc.add_action(self, npc.actions.cmd.STAND, {pos=pos_out_of_bed, dir=dir})
end end
end end
@ -510,26 +591,29 @@ function npc.actions.use_sittable(self, args)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
if action == npc.actions.const.sittable.SIT then if action == npc.actions.const.sittable.SIT then
-- minetest.log("On sittable: Node: "..dump(node))
-- minetest.log("On sittable: Sittable stuff: "..dump(npc.actions.nodes.sittable[node.name]))
-- minetest.log("On sittable: HAHA: "..dump(node))
-- Calculate position depending on bench -- Calculate position depending on bench
local sit_pos = npc.actions.nodes.sittable[node.name].get_sit_pos(pos, node.param2) local sit_pos = npc.actions.nodes.sittable[node.name].get_sit_pos(pos, node.param2)
-- Sit down on bench/chair/stairs -- Sit down on bench/chair/stairs
npc.add_action(self, npc.actions.sit, {pos=sit_pos, dir=(node.param2 + 2) % 4}) npc.add_action(self, npc.actions.cmd.SIT, {pos=sit_pos, dir=(node.param2 + 2) % 4})
else else
-- Find empty areas around chair -- Find empty areas around chair
local dir = node.param2 + 2 % 4 local dir = node.param2 + 2 % 4
-- Default it to the current position in case it can't find empty
-- position around sittable node. Weird
local pos_out_of_sittable = pos
local empty_nodes = npc.places.find_node_orthogonally(pos, {"air"}, 0) local empty_nodes = npc.places.find_node_orthogonally(pos, {"air"}, 0)
if empty_nodes ~= nil then if empty_nodes ~= nil and #empty_nodes > 0 then
minetest.log("Empty nodes: "..dump(empty_nodes))
minetest.log("Npc.actions.get_direction: "..dump(npc.actions.get_direction))
minetest.log("Pos: "..dump(pos))
-- Get direction to the empty node -- Get direction to the empty node
dir = npc.actions.get_direction(pos, empty_nodes[1].pos) dir = npc.actions.get_direction(pos, empty_nodes[1].pos)
end -- Calculate position to get out of sittable node
-- Calculate position to get out of bed pos_out_of_sittable =
local pos_out_of_sittable =
{x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z} {x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
end
-- Stand -- Stand
npc.add_action(self, npc.actions.stand, {pos=pos_out_of_sittable, dir=dir}) npc.add_action(self, npc.actions.cmd.STAND, {pos=pos_out_of_sittable, dir=dir})
end end
end end
@ -587,7 +671,7 @@ function npc.actions.walk_to_pos(self, args)
-- Set the action timer interval to half second. This is to account for -- Set the action timer interval to half second. This is to account for
-- the increased speed when walking. -- the increased speed when walking.
npc.add_action(self, npc.actions.set_interval, {interval=0.5, freeze=true}) npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=0.5, freeze=true})
-- Set the initial last and target positions -- Set the initial last and target positions
self.actions.walking.target_pos = path[1].pos self.actions.walking.target_pos = path[1].pos
@ -599,7 +683,7 @@ function npc.actions.walk_to_pos(self, args)
-- Add direction to last node -- Add direction to last node
local dir = npc.actions.get_direction(path[i].pos, end_pos) local dir = npc.actions.get_direction(path[i].pos, end_pos)
-- Add stand animation at end -- Add stand animation at end
npc.add_action(self, npc.actions.stand, {dir = dir}) npc.add_action(self, npc.actions.cmd.STAND, {dir = dir})
break break
end end
-- Get direction to move from path[i] to path[i+1] -- Get direction to move from path[i] to path[i+1]
@ -611,16 +695,16 @@ function npc.actions.walk_to_pos(self, args)
if npc.actions.get_openable_node_state(node, dir) == npc.actions.const.doors.state.CLOSED then if npc.actions.get_openable_node_state(node, dir) == npc.actions.const.doors.state.CLOSED then
minetest.log("Opening action to open door") minetest.log("Opening action to open door")
-- Stop to open door, this avoids misplaced movements later on -- Stop to open door, this avoids misplaced movements later on
npc.add_action(self, npc.actions.stand, {dir=dir}) npc.add_action(self, npc.actions.cmd.STAND, {dir=dir})
-- Open door -- Open door
npc.add_action(self, npc.actions.use_door, {pos=path[i+1].pos, dir=dir, action=npc.actions.const.doors.action.OPEN}) npc.add_action(self, npc.actions.cmd.USE_OPENABLE, {pos=path[i+1].pos, dir=dir, action=npc.actions.const.doors.action.OPEN})
door_opened = true door_opened = true
end end
end end
-- Add walk action to action queue -- Add walk action to action queue
npc.add_action(self, npc.actions.walk_step, {dir = dir, speed = speed, target_pos = path[i+1].pos}) npc.add_action(self, npc.actions.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+1].pos})
if door_opened then if door_opened then
-- Stop to close door, this avoids misplaced movements later on -- Stop to close door, this avoids misplaced movements later on
@ -635,9 +719,9 @@ function npc.actions.walk_to_pos(self, args)
x_adj = -0.1 x_adj = -0.1
end end
local pos_on_close = {x=path[i+1].pos.x + x_adj, y=path[i+1].pos.y + 1, z=path[i+1].pos.z + z_adj} local pos_on_close = {x=path[i+1].pos.x + x_adj, y=path[i+1].pos.y + 1, z=path[i+1].pos.z + z_adj}
npc.add_action(self, npc.actions.stand, {dir=(dir + 2)% 4, pos=pos_on_close}) npc.add_action(self, npc.actions.cmd.STAND, {dir=(dir + 2)% 4, pos=pos_on_close})
-- Close door -- Close door
npc.add_action(self, npc.actions.use_door, {pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE}) npc.add_action(self, npc.actions.cmd.USE_OPENABLE, {pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE})
door_opened = false door_opened = false
end end
@ -646,7 +730,7 @@ function npc.actions.walk_to_pos(self, args)
-- Return the action interval to default interval of 1 second -- Return the action interval to default interval of 1 second
-- By default, always freeze. -- By default, always freeze.
npc.add_action(self, npc.actions.set_interval, {interval=1, freeze=true}) npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=1, freeze=true})
else else
minetest.log("Unable to find path.") minetest.log("Unable to find path.")

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@ -53,22 +53,23 @@ npc.places.nodes = {
npc.places.PLACE_TYPE = { npc.places.PLACE_TYPE = {
BED = { BED = {
"PRIMARY" PRIMARY = "primary"
}, },
SITTABLE = { SITTABLE = {
"PRIMARY" PRIMARY = "primary"
}, },
OPENABLE = { OPENABLE = {
"HOME_ENTRANCE_DOOR" HOME_ENTRANCE_DOOR = "home_entrance_door"
}, },
OTHER = { OTHER = {
"HOME_INSIDE", HOME_INSIDE = "home_inside",
"HOME_OUTSIDE" HOME_OUTSIDE = "home_outside"
} }
} }
function npc.places.add_public(self, place_name, place_type, pos) function npc.places.add_public(self, place_name, place_type, pos)
self.places_map[place_name] = {type=place_type, pos=pos} --minetest.log("Place name: "..dump(place_name)..", type: "..dump(place_type))
self.places_map[place_name] = {type=place_type, pos=pos, status="shared"}
end end
-- Adds a specific node to the NPC places, and modifies the -- Adds a specific node to the NPC places, and modifies the
@ -92,7 +93,7 @@ function npc.places.get_by_type(self, place_type)
local result = {} local result = {}
for place_name, place_entry in pairs(self.places_map) do for place_name, place_entry in pairs(self.places_map) do
if place_entry.type == place_type then if place_entry.type == place_type then
table.insert(result, place_name) table.insert(result, place_entry)
end end
end end
return result return result

22
npc.lua
View File

@ -329,13 +329,13 @@ function npc.initialize(entity, pos, is_lua_entity)
npc.create_schedule(ent, npc.schedule_types.generic, 0) npc.create_schedule(ent, npc.schedule_types.generic, 0)
-- Add schedule entries -- Add schedule entries
local morning_actions = { local morning_actions = {
[1] = {task = npc.actions.walk_to_pos, args = {end_pos=nodes[1], walkable={}} } , [1] = {task = npc.actions.cmd.WALK_TO_POS, args = {end_pos=nodes[1], walkable={}} } ,
[2] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} }, [2] = {task = npc.actions.cmd.USE_SITTABLE, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
[3] = {action = npc.actions.freeze, args = {freeze = true}} [3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
} }
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions) npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
--local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} } --local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
local afternoon_actions = {[1] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.GET_UP} } } local afternoon_actions = {[1] = {task = npc.actions.cmd.USE_SITTABLE, args = {pos=nodes[1], action=npc.actions.const.sittable.GET_UP} } }
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions) npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
-- local night_actions = {action: npc.action, args: {}} -- local night_actions = {action: npc.action, args: {}}
-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions) -- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
@ -530,7 +530,7 @@ end
function npc.execute_action(self) function npc.execute_action(self)
-- Check if an action was interrupted -- Check if an action was interrupted
if self.actions.current_action_state == npc.action_state.interrupted then if self.actions.current_action_state == npc.action_state.interrupted then
minetest.log("Inserting interrupted action: ") minetest.log("[advanced_npc] DEBUG Re-inserting interrupted action for NPC: '"..dump(self.nametag).."': "..dump(self.actions.state_before_lock.interrupted_action))
-- Insert into queue the interrupted action -- Insert into queue the interrupted action
table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action) table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
-- Clear the action -- Clear the action
@ -552,7 +552,7 @@ function npc.execute_action(self)
-- If the entry is a task, then push all this new operations in -- If the entry is a task, then push all this new operations in
-- stack fashion -- stack fashion
if action_obj.is_task == true then if action_obj.is_task == true then
minetest.log("Executing task: "..dump(action_obj)) minetest.log("[advanced_npc] DEBUG Executing task for NPC '"..dump(self.nametag).."': "..dump(action_obj))
-- Backup current queue -- Backup current queue
local backup_queue = self.actions.queue local backup_queue = self.actions.queue
-- Remove this "task" action from queue -- Remove this "task" action from queue
@ -560,20 +560,22 @@ function npc.execute_action(self)
-- Clear queue -- Clear queue
self.actions.queue = {} self.actions.queue = {}
-- Now, execute the task with its arguments -- Now, execute the task with its arguments
action_obj.action(self, action_obj.args) result = npc.actions.execute(self, action_obj.action, action_obj.args)
--result = action_obj.action(self, action_obj.args)
-- After all new actions has been added by task, add the previously -- After all new actions has been added by task, add the previously
-- queued actions back -- queued actions back
for i = 1, #backup_queue do for i = 1, #backup_queue do
table.insert(self.actions.queue, backup_queue[i]) table.insert(self.actions.queue, backup_queue[i])
end end
else else
minetest.log("Executing action") minetest.log("[advanced_npc] DEBUG Executing action for NPC '"..dump(self.nametag).."': "..dump(action_obj))
-- Store the action that is being executed -- Store the action that is being executed
self.actions.state_before_lock.interrupted_action = action_obj self.actions.state_before_lock.interrupted_action = action_obj
-- Store current position -- Store current position
self.actions.state_before_lock.pos = self.object:getpos() self.actions.state_before_lock.pos = self.object:getpos()
-- Execute action as normal -- Execute action as normal
result = action_obj.action(self, action_obj.args) result = npc.actions.execute(self, action_obj.action, action_obj.args)
--result = action_obj.action(self, action_obj.args)
-- Remove task -- Remove task
table.remove(self.actions.queue, 1) table.remove(self.actions.queue, 1)
-- Set state -- Set state
@ -603,7 +605,7 @@ function npc.lock_actions(self)
pos.y = self.object:getpos().y pos.y = self.object:getpos().y
end end
-- Stop NPC -- Stop NPC
npc.actions.stand(self, {pos=pos}) npc.actions.execute(self, npc.actions.cmd.STAND, {pos=pos})
-- Avoid all timer execution -- Avoid all timer execution
self.actions.action_timer_lock = true self.actions.action_timer_lock = true
-- Reset timer so that it has some time after interaction is done -- Reset timer so that it has some time after interaction is done

View File

@ -75,7 +75,7 @@ npc.data.DIALOGUES.female["phase1"] = {
item_name=npc.trade.prices.currency.tier3.string, item_name=npc.trade.prices.currency.tier3.string,
count=3 count=3
} }
npc.actions.take_item_from_external_inventory(self, { npc.actions.execute(self, npc.actions.cmd.TAKE_ITEM, {
player=player:get_player_name(), player=player:get_player_name(),
pos=nil, pos=nil,
inv_list="main", inv_list="main",

View File

@ -129,6 +129,36 @@ end
-- - Else, just let the NPC know one of the benches, but not own them -- - Else, just let the NPC know one of the benches, but not own them
-- - Let the NPC know all doors to the house. Identify the front one as the entrance -- - Let the NPC know all doors to the house. Identify the front one as the entrance
function spawner.assign_places(self, pos) function spawner.assign_places(self, pos)
local meta = minetest.get_meta(pos)
local doors = minetest.deserialize(meta:get_string("node_data")).openable_type
minetest.log("Found "..dump(#doors).." openable nodes")
local entrance = npc.places.find_entrance_from_openable_nodes(doors, pos)
if entrance then
minetest.log("Found building entrance at: "..minetest.pos_to_string(entrance.node_pos))
else
minetest.log("Unable to find building entrance!")
end
-- Assign entrance door and related locations
if entrance ~= nil and entrance.node_pos ~= nil then
--minetest.log("Self: "..dump(self))
--minetest.log("Places map: "..dump(self.places_map))
npc.places.add_public(self, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, entrance.node_pos)
-- Find the position inside and outside the door
local entrance_inside = npc.places.find_node_behind_door(entrance.node_pos)
local entrance_outside = npc.places.find_node_in_front_of_door(entrance.node_pos)
-- Assign these places to NPC
npc.places.add_public(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, entrance_inside)
npc.places.add_public(self, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, entrance_outside)
-- Make NPC go into their house
--minetest.log("Place: "..dump(npc.places.get_by_type(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE)))
npc.add_task(self, npc.actions.cmd.WALK_TO_POS, {end_pos=npc.places.get_by_type(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE)[1].pos, walkable={}})
end
local plot_info = minetest.deserialize(meta:get_string("plot_info"))
minetest.log("Plot info:"..dump(plot_info))
end end
@ -151,7 +181,7 @@ function npc.spawner.spawn_npc(pos)
ent:get_luaentity().initialized = false ent:get_luaentity().initialized = false
npc.initialize(ent, pos) npc.initialize(ent, pos)
-- Assign nodes -- Assign nodes
spawner.assign_places(ent, pos) spawner.assign_places(ent:get_luaentity(), pos)
-- Increase NPC spawned count -- Increase NPC spawned count
spawned_npc_count = spawned_npc_count + 1 spawned_npc_count = spawned_npc_count + 1
-- Store count into node -- Store count into node
@ -351,19 +381,6 @@ if minetest.get_modpath("mg_villages") ~= nil then
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- Get all openable-type nodes for this building -- Get all openable-type nodes for this building
-- NOTE: This is temporary code for testing... -- NOTE: This is temporary code for testing...
local meta = minetest.get_meta(pos)
local doors = minetest.deserialize(meta:get_string("node_data")).openable_type
minetest.log("Found "..dump(#doors).." openable nodes")
local entrance = npc.places.find_entrance_from_openable_nodes(doors, pos)
if entrance then
minetest.log("Found building entrance at: "..minetest.pos_to_string(entrance.node_pos))
else
minetest.log("Unable to find building entrance!")
end
local plot_info = minetest.deserialize(meta:get_string("plot_info"))
minetest.log("Plot info:"..dump(plot_info))
return mg_villages.plotmarker_formspec( pos, nil, {}, clicker ) return mg_villages.plotmarker_formspec( pos, nil, {}, clicker )
end, end,