Spawner: Large code refactor to remove dependency on plotmarkers.

Most spawner functions can now be called without giving a plotmarker.
Move scanning functions to places.lua.
Places: Cleanup and add more area-scanning functions.
Schedules: Bugfix where schedules weren't being executed due to wrong
"end" order in the do_custom() function.
Data: Moved random data to "data" folder.
Textures: Add 14 male textures and 10 female textures.
Occupations: Small tweaks to "default_basic" occupation.
This commit is contained in:
Hector Franqui 2017-08-25 09:31:45 -04:00
parent 698d247aba
commit 4c102a70a4
28 changed files with 816 additions and 741 deletions

View File

@ -102,7 +102,7 @@ function npc.places.add_owned_accessible_place(self, nodes, place_type)
-- Set owner to this NPC
nodes[i].owner = self.npc_id
-- Assign node to NPC
npc.places.add_owned(self, place_type, place_type,
npc.places.add_owned(self, place_type, place_type,
nodes[i].node_pos, empty_nodes[1].pos)
npc.log("DEBUG", "Added node at "..minetest.pos_to_string(nodes[i].node_pos)
.." to NPC "..dump(self.npc_name))
@ -126,7 +126,7 @@ function npc.places.add_shared_accessible_place(self, nodes, place_type, overrid
-- Check if node is accessible
if #empty_nodes > 0 then
-- Assign node to NPC
npc.places.add_shared(self, place_type..dump(i),
npc.places.add_shared(self, place_type..dump(i),
place_type, nodes[i].node_pos, empty_nodes[1].pos)
end
end
@ -139,7 +139,7 @@ function npc.places.add_shared_accessible_place(self, nodes, place_type, overrid
-- Check if node is accessible
if #empty_nodes > 0 then
-- Nodes is only one node
npc.places.add_shared(self, place_type, place_type,
npc.places.add_shared(self, place_type, place_type,
nodes.node_pos, empty_nodes[1].pos)
end
end
@ -155,6 +155,12 @@ function npc.places.get_by_type(self, place_type)
return result
end
---------------------------------------------------------------------------------------
-- Utility functions
---------------------------------------------------------------------------------------
-- The following are utility functions that are used to operate on nodes for
-- specific conditions
-- This function searches on a squared are of the given radius
-- for nodes of the given type. The type should be npc.places.nodes
function npc.places.find_node_nearby(pos, type, radius)
@ -169,7 +175,7 @@ end
-- TODO: This function can be improved to support a radius greater than 1.
function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
-- Calculate orthogonal points
-- Calculate orthogonal points
local points = {}
table.insert(points, {x=pos.x+1,y=pos.y+y_adjustment,z=pos.z})
table.insert(points, {x=pos.x-1,y=pos.y+y_adjustment,z=pos.z})
@ -188,11 +194,64 @@ function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
return result
end
-- Wrapper around minetest.find_nodes_in_area()
-- TODO: Verify if this wrapper is actually needed
function npc.places.find_node_in_area(start_pos, end_pos, type)
local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
return nodes
end
-- Function used to filter all nodes in the first floor of a building
-- If floor height isn't given, it will assume 2
-- Notice that nodes is an array of entries {node_pos={}, type={}}
function npc.places.filter_first_floor_nodes(nodes, ground_pos, floor_height)
local height = floor_height or 2
local result = {}
for _,node in pairs(nodes) do
if node.node_pos.y <= ground_pos.y + height then
table.insert(result, node)
end
end
return result
end
-- Creates an array of {pos=<node_pos>, owner=''} for managing
-- which NPC owns what
function npc.places.get_nodes_by_type(start_pos, end_pos, type)
local result = {}
local nodes = npc.places.find_node_in_area(start_pos, end_pos, type)
--minetest.log("Found "..dump(#nodes).." nodes of type: "..dump(type))
for _,node_pos in pairs(nodes) do
local entry = {}
entry["node_pos"] = node_pos
entry["owner"] = ''
table.insert(result, entry)
end
return result
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
function npc.places.scan_area_for_usable_nodes(pos1, pos2)
local result = {
bed_type = {},
sittable_type = {},
furnace_type = {},
storage_type = {},
openable_type = {}
}
local start_pos, end_pos = vector.sort(pos1, pos2)
result.bed_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.BED_TYPE)
result.sittable_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.SITTABLE_TYPE)
result.furnace_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.FURNACE_TYPE)
result.storage_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.STORAGE_TYPE)
result.openable_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.OPENABLE_TYPE)
return result
end
-- Specialized function to find doors that are an entrance to a building.
-- The definition of an entrance is:
-- The openable node with the shortest path to the plotmarker node
@ -205,7 +264,7 @@ function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker
-- Filter out all other openable nodes except MTG doors.
-- Why? For supported village types (which are: medieval, nore
-- and logcabin) all buildings use, as the main entrance,
-- and logcabin) all buildings use, as the main entrance,
-- a MTG door. Some medieval building have "half_doors" (like farms)
-- which NPCs love to confuse with the right building entrance.
for i = 1, #all_openable_nodes do
@ -231,18 +290,8 @@ function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker
local start_pos = {x=open_pos.x, y=open_pos.y, z=open_pos.z}
local end_pos = {x=marker_pos.x, y=marker_pos.y, z=marker_pos.z}
-- Check if there's any difference in vertical position
-- minetest.log("Openable node pos: "..minetest.pos_to_string(open_pos))
-- minetest.log("Plotmarker node pos: "..minetest.pos_to_string(marker_pos))
-- NOTE: Commented out while testing MarkBu's pathfinder
--if start_pos.y ~= end_pos.y then
-- Adjust to make pathfinder find nodes one node above
-- end_pos.y = start_pos.y
--end
-- This adjustment allows the map to be created correctly
--start_pos.y = start_pos.y + 1
--end_pos.y = end_pos.y + 1
-- Find path from the openable node to the plotmarker
--local path = pathfinder.find_path(start_pos, end_pos, 20, {})
@ -258,7 +307,7 @@ function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker
if #path < min then
-- Set min to path length and the result to the currently found node
min = #path
result = openable_nodes[i]
result = openable_nodes[i]
else
-- Specific check to prefer mtg's doors to cottages' doors.
-- The reason? Sometimes a cottages' door could be closer to the
@ -419,4 +468,4 @@ function npc.places.find_node_in_front_of_door(door_pos)
-- Looking west
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
end
end
end

View File

@ -37,9 +37,9 @@ dofile(path .. "/actions/node_registry.lua")
dofile(path .. "/occupations/occupations.lua")
-- Load random data definitions
dofile(path .. "/random_data.lua")
dofile(path .. "/random_data/dialogues_data.lua")
dofile(path .. "/random_data/gift_items_data.lua")
dofile(path .. "/random_data/names_data.lua")
dofile(path .. "/random_data/occupations_data.lua")
dofile(path .. "/data/dialogues_data.lua")
dofile(path .. "/data/gift_items_data.lua")
dofile(path .. "/data/names_data.lua")
dofile(path .. "/data/occupations_data.lua")
print (S("[Mod] Advanced NPC loaded"))

327
npc.lua
View File

@ -1,5 +1,5 @@
-- Advanced NPC by Zorman2000
-- Based on original NPC by Tenplus1
-- Based on original NPC by Tenplus1
local S = mobs.intllib
@ -133,10 +133,10 @@ local function get_random_texture(sex, age)
for i = 1, #textures do
local current_texture = textures[i][1]
if (sex == npc.MALE
and string.find(current_texture, sex)
if (sex == npc.MALE
and string.find(current_texture, sex)
and not string.find(current_texture, npc.FEMALE))
or (sex == npc.FEMALE
or (sex == npc.FEMALE
and string.find(current_texture, sex)) then
table.insert(filtered_textures, current_texture)
end
@ -156,18 +156,18 @@ function npc.get_random_texture_from_array(age, sex, textures)
for i = 1, #textures do
local current_texture = textures[i]
-- Filter by age
if (sex == npc.MALE
and string.find(current_texture, sex)
if (sex == npc.MALE
and string.find(current_texture, sex)
and not string.find(current_texture, npc.FEMALE)
and ((age == npc.age.adult
and ((age == npc.age.adult
and not string.find(current_texture, npc.age.child))
or (age == npc.age.child
and string.find(current_texture, npc.age.child))
)
)
or (sex == npc.FEMALE
or (sex == npc.FEMALE
and string.find(current_texture, sex)
and ((age == npc.age.adult
and ((age == npc.age.adult
and not string.find(current_texture, npc.age.child))
or (age == npc.age.child
and string.find(current_texture, npc.age.child))
@ -185,7 +185,7 @@ function npc.get_random_texture_from_array(age, sex, textures)
return filtered_textures[math.random(1, #filtered_textures)]
end
-- Choose whether NPC can have relationships. Only 30% of NPCs
-- Choose whether NPC can have relationships. Only 30% of NPCs
-- cannot have relationships
local function can_have_relationships(is_child)
-- Children can't have relationships
@ -201,11 +201,11 @@ end
local function choose_spawn_items(self)
local number_of_items_to_add = math.random(1, 2)
local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
for i = 1, number_of_items_to_add do
npc.add_item_to_inventory(
self,
npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
math.random(1,5)
)
end
@ -244,7 +244,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- Avoid NPC to be removed by mobs_redo API
ent.remove_ok = false
-- Determine sex and age
-- If there's no previous NPC data, sex and age will be randomly chosen.
-- - Sex: Female or male will have each 50% of spawning
@ -256,7 +256,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- - Age: For each two adults, the chance of spawning a child next will be 50%
-- If there's a child for two adults, the chance of spawning a child goes to
-- 40% and keeps decreasing unless two adults have no child.
-- Use NPC stats if provided
-- Use NPC stats if provided
if npc_stats then
-- Default chances
local male_s, male_e = 0, 50
@ -273,7 +273,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
end
-- Determine age probabilities
if npc_stats["adult_total"] >= 2 then
if npc_stats["adult_total"] % 2 == 0
if npc_stats["adult_total"] % 2 == 0
and (npc_stats["adult_total"] / 2 > npc_stats["child_total"]) then
child_s,child_e = 26, 100
adult_e = 25
@ -307,7 +307,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
ent.collisionbox = {-0.10,-0.50,-0.10, 0.10,0.40,0.10}
ent.is_child = true
-- For mobs_redo
ent.child = true
ent.child = true
end
-- Store the selected age
ent.age = selected_age
@ -340,7 +340,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- Set ID
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.npc_name
-- Initialize all gift data
ent.gift_data = {
-- Choose favorite items. Choose phase1 per default
@ -348,7 +348,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- Choose disliked items. Choose phase1 per default
disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
}
-- Flag that determines if NPC can have a relationship
ent.can_have_relationship = can_have_relationships(ent.is_child)
@ -365,7 +365,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- Initialize dialogues
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent, "phase1")
-- Declare NPC inventory
ent.inventory = initialize_inventory()
@ -435,14 +435,14 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
is_walking = false,
-- Path that the NPC is following
path = {},
-- Target position the NPC is supposed to walk to in this step. NOTE:
-- Target position the NPC is supposed to walk to in this step. NOTE:
-- This is NOT the end of the path, but the next position in the path
-- relative to the last position
target_pos = {}
}
}
-- This flag is checked on every step. If it is true, the rest of
-- This flag is checked on every step. If it is true, the rest of
-- Mobs Redo API is not executed
ent.freeze = nil
@ -453,7 +453,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- Schedule data
ent.schedules = {
-- Flag to enable or disable the schedules functionality
enabled = true,
enabled = true,
-- Lock for when executing a schedule
lock = false,
-- Queue of schedules executed
@ -463,7 +463,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
--- when calendars are implemented. Allows for only 7 schedules,
-- one for each day of the week
generic = {},
-- An array of schedules, meant to be for specific dates in the
-- An array of schedules, meant to be for specific dates in the
-- year. Can contain as many as possible. The keys will be strings
-- in the format MM:DD
date_based = {},
@ -474,7 +474,8 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- If occupation name given, override properties with
-- occupation values and initialize schedules
minetest.log("Entity age: "..dump(ent.age)..", afult? "..dump(ent.age==npc.age.adult))
--minetest.log("Entity age: "..dump(ent.age)..", afult? "..dump(ent.age==npc.age.adult))
npc.log("INFO", "Overriding NPC values with occupation: "..dump(occupation_name))
if occupation_name and occupation_name ~= "" and ent.age == npc.age.adult then
npc.occupations.initialize_occupation_values(ent, occupation_name)
end
@ -508,7 +509,7 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
-- Set initialized flag on
ent.initialized = true
npc.log("WARNING", "Spawned entity: "..dump(ent))
--npc.log("WARNING", "Spawned entity: "..dump(ent))
npc.log("INFO", "Successfully initialized NPC with name "..dump(ent.npc_name)
..", sex: "..ent.sex..", is child: "..dump(ent.is_child)
..", texture: "..dump(ent.textures))
@ -561,7 +562,7 @@ function npc.add_item_to_inventory(self, item_name, count)
local existing_count = npc.get_item_count(existing_item.item_string)
if (existing_count + count) < npc.INVENTORY_ITEM_MAX_STACK then
-- Set item here
self.inventory[existing_item.slot] =
self.inventory[existing_item.slot] =
npc.get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
return true
else
@ -569,7 +570,7 @@ function npc.add_item_to_inventory(self, item_name, count)
for i = 1, #self.inventory do
if self.inventory[i] == "" then
-- Found slot, set item
self.inventory[i] =
self.inventory[i] =
item_name.." "..tostring((existing_count + count) - npc.INVENTORY_ITEM_MAX_STACK)
return true
end
@ -789,7 +790,7 @@ function npc.lock_actions(self)
-- Reset timer so that it has some time after interaction is done
self.actions.action_timer = 0
-- Check if there are is an action executing
if self.actions.current_action_state == npc.action_state.executing
if self.actions.current_action_state == npc.action_state.executing
and self.freeze == false then
-- Store the current action state
self.actions.state_before_lock.action_state = self.actions.current_action_state
@ -809,7 +810,7 @@ function npc.unlock_actions(self)
self.actions.action_timer_lock = false
-- Restore the value of self.freeze
self.freeze = self.actions.state_before_lock.freeze
if table.getn(self.actions.queue) == 0 then
-- Allow mobs_redo API to execute since action queue is empty
self.freeze = true
@ -822,7 +823,7 @@ end
-- Schedule functionality
---------------------------------------------------------------------------------------
-- Schedules allow the NPC to do different things depending on the time of the day.
-- The time of the day is in 24 hours and is consistent with the Minetest Game
-- The time of the day is in 24 hours and is consistent with the Minetest Game
-- /time command. Hours will be written as numbers: 1 for 1:00, 13 for 13:00 or 1:00 PM
-- The API is as following: a schedule can be created for a specific date or for a
-- day of the week. A date is a string in the format MM:DD
@ -839,7 +840,7 @@ npc.schedule_properties = {
can_receive_gifts = "can_receive_gifts"
}
local function get_time_in_hours()
local function get_time_in_hours()
return minetest.get_timeofday() * 24
end
@ -848,7 +849,7 @@ end
-- - Generic: Returns nil if there are already
-- seven schedules, one for each day of the
-- week or if the schedule attempting to add
-- already exists. The date parameter is the
-- already exists. The date parameter is the
-- day of the week it represents as follows:
-- - 1: Monday
-- - 2: Tuesday
@ -879,7 +880,7 @@ function npc.create_schedule(self, schedule_type, date)
elseif schedule_type == npc.schedule_types.date then
-- Check schedule doesn't exists already
if self.schedules.date_based[date] == nil then
-- Add schedule
-- Add schedule
self.schedules.date_based[date] = {}
else
-- Schedule already present
@ -895,7 +896,7 @@ end
-- Schedule entries API
-- Allows to add, get, update and delete entries from each
-- schedule. Attempts to be as safe-fail as possible to avoid crashes.
-- schedule. Attempts to be as safe-fail as possible to avoid crashes.
-- Actions is an array of actions and tasks that the NPC
-- will perform at the scheduled time on the scheduled date
@ -996,11 +997,11 @@ function npc.add_schedule_check(self)
table.insert(self.actions.queue, {action="schedule_check", args={}, is_task=false})
end
-- Range: integer, radius in which nodes will be searched. Recommended radius is
-- between 1-3
-- Range: integer, radius in which nodes will be searched. Recommended radius is
-- between 1-3
-- Nodes: array of node names
-- Actions: map of node names to entries {action=<action_enum>, args={}}.
-- Arguments can be empty - the check function will try to determine most
-- Actions: map of node names to entries {action=<action_enum>, args={}}.
-- Arguments can be empty - the check function will try to determine most
-- arguments anyways (like pos and dir).
-- Special node "any" will execute those actions on any node except the
-- already specified ones.
@ -1049,7 +1050,7 @@ function npc.schedule_check(self)
-- behavior for placing nodes is replacing digged nodes. A NPC farmer,
-- for instance, might dig a plant node and plant another one on the
-- same position.
-- Defaults: items will be taken from inventory if existing,
-- Defaults: items will be taken from inventory if existing,
-- if not will be force-placed (item comes from thin air)
-- Protection will be respected
args = {
@ -1076,7 +1077,7 @@ function npc.schedule_check(self)
elseif actions[node.name][i].action == npc.actions.cmd.WALK_TO_POS then
-- Optimize walking -- since distances can be really short,
-- a simple walk_step() action can do most of the times. For
-- this, however, we need to calculate direction
-- this, however, we need to calculate direction
-- First of all, check distance
if vector.distance(start_pos, node_pos) < 3 then
-- Will do walk_step based instead
@ -1105,7 +1106,7 @@ function npc.schedule_check(self)
npc.add_action(self, action or actions[node.name][i].action, args or actions[node.name][i].args)
end
-- Enqueue next schedule check
if self.schedules.current_check_params.execution_count
if self.schedules.current_check_params.execution_count
< self.schedules.current_check_params.execution_times then
npc.add_schedule_check()
end
@ -1118,7 +1119,7 @@ function npc.schedule_check(self)
npc.add_action(self, none_actions[i].action, none_actions[i].args)
end
-- Enqueue next schedule check
if self.schedules.current_check_params.execution_count
if self.schedules.current_check_params.execution_count
< self.schedules.current_check_params.execution_times then
npc.add_schedule_check()
end
@ -1156,7 +1157,26 @@ mobs:register_mob("advanced_npc:npc", {
{"npc_male4.png"},
{"npc_male5.png"},
{"npc_male6.png"},
{"npc_male7.png"},
{"npc_male8.png"},
{"npc_male9.png"},
{"npc_male10.png"},
{"npc_male11.png"},
{"npc_male12.png"},
{"npc_male13.png"},
{"npc_male14.png"},
{"npc_male15.png"},
{"npc_female1.png"}, -- female by nuttmeg20
{"npc_female2.png"},
{"npc_female3.png"},
{"npc_female4.png"},
{"npc_female5.png"},
{"npc_female6.png"},
{"npc_female7.png"},
{"npc_female8.png"},
{"npc_female9.png"},
{"npc_female10.png"},
{"npc_female11.png"},
},
child_texture = {
{"npc_child_male1.png"},
@ -1206,13 +1226,13 @@ mobs:register_mob("advanced_npc:npc", {
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
npc.log("DEBUG", "Right-clicked NPC: "..dump(self))
npc.log("INFO", "Right-clicked NPC: "..dump(self))
-- Receive gift or start chat. If player has no item in hand
-- then it is going to start chat directly
--minetest.log("self.can_have_relationship: "..dump(self.can_have_relationship)..", self.can_receive_gifts: "..dump(self.can_receive_gifts)..", table: "..dump(item:to_table()))
if self.can_have_relationship
and self.can_receive_gifts
if self.can_have_relationship
and self.can_receive_gifts
and item:to_table() ~= nil then
-- Get item name
local item = minetest.registered_items[item:get_name()]
@ -1232,16 +1252,15 @@ mobs:register_mob("advanced_npc:npc", {
end,
name
)
else
npc.start_dialogue(self, clicker, true)
end
end,
else
npc.start_dialogue(self, clicker, true)
end
end,
do_custom = function(self, dtime)
if self.initialized == nil then
-- Initialize NPC if spawned using the spawn egg built in from
-- mobs_redo. This functionality will be removed in the future in
-- favor of a better manual spawning method with customization
-- favor of a better manual spawning method with customization
npc.log("WARNING", "Initializing NPC from entity step. This message should only be appearing if an NPC is being spawned from inventory with egg!")
npc.initialize(self, self.object:getpos(), true)
self.tamed = false
@ -1250,7 +1269,7 @@ mobs:register_mob("advanced_npc:npc", {
-- NPC is initialized, check other variables
-- Check child texture issues
if self.is_child then
-- Check texture
-- Check texture
npc.texture_check.timer = npc.texture_check.timer + dtime
if npc.texture_check.timer > npc.texture_check.interval then
-- Reset timer
@ -1266,19 +1285,20 @@ mobs:register_mob("advanced_npc:npc", {
-- Set interval to large interval so this code isn't called frequently
npc.texture_check.interval = 60
end
end
end
end
-- Timer function for casual traders to reset their trade offers
-- Timer function for casual traders to reset their trade offers
self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
-- Check if time has come to change offers
if self.trader_data.trader_status == npc.trade.CASUAL and
if self.trader_data.trader_status == npc.trade.CASUAL and
self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
-- Reset timer
self.trader_data.change_offers_timer = 0
-- Re-select casual trade offers
npc.trade.generate_trade_offers_by_status(self)
end
-- Timer function for gifts
for i = 1, #self.relationships do
local relationship = self.relationships[i]
@ -1291,15 +1311,15 @@ mobs:register_mob("advanced_npc:npc", {
relationship.talk_timer_value = relationship.talk_timer_value + dtime
else
-- Relationship decrease timer
if relationship.relationship_decrease_timer_value
if relationship.relationship_decrease_timer_value
< relationship.relationship_decrease_interval then
relationship.relationship_decrease_timer_value =
relationship.relationship_decrease_timer_value =
relationship.relationship_decrease_timer_value + dtime
else
-- Check if married to decrease half
if relationship.phase == "phase6" then
-- Avoid going below the marriage phase limit
if (relationship.points - 0.5) >=
if (relationship.points - 0.5) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
relationship.points = relationship.points - 0.5
end
@ -1335,104 +1355,103 @@ mobs:register_mob("advanced_npc:npc", {
end
end
-- Schedule timer
-- Check if schedules are enabled
if self.schedules.enabled == true then
-- Get time of day
local time = get_time_in_hours()
-- Check if time is an hour
if time % 1 < 0.1 and self.schedules.lock == false then
-- Activate lock to avoid more than one entry to this code
self.schedules.lock = true
-- Get integer part of time
time = (time) - (time % 1)
-- Check if there is a schedule entry for this time
-- Note: Currently only one schedule is supported, for day 0
--minetest.log("Time: "..dump(time))
local schedule = self.schedules.generic[0]
if schedule ~= nil then
-- Check if schedule for this time exists
--minetest.log("Found default schedule")
if schedule[time] ~= nil then
npc.log("WARNING", "Found schedule for time "..dump(time)..": "..dump(schedule[time]))
npc.log("DEBUG", "Adding actions to action queue")
-- Add to action queue all actions on schedule
for i = 1, #schedule[time] do
-- Check if schedule has a check function
if not schedule[time][i].check then
-- Add parameters for check function and run for first time
npc.log("INFO", "NPC "..dump(self.npc_name).." is starting check on "..minetest.pos_to_string(self.object:getpos()))
local check_params = schedule[time][i]
-- Calculates how many times check will be executed
local execution_times = check_params.count
if check_params.random_execution_times then
execution_times = math.random(check_params.min_count, check_params.max_count)
end
-- Set current parameters
self.schedules.current_check_params = {
range = check_params.range,
nodes = check_params.nodes,
actions = check_params.actions,
none_actions = check_params.none_actions,
execution_count = 0,
execution_times = execution_times
}
-- Execute check for the first time
npc.schedule_check(self)
else
-- Run usual schedule entry
-- Check chance
local execution_chance = math.random(1, 100)
if not schedule[time][i].chance or
(schedule[time][i].chance and execution_chance <= schedule[time][i].chance) then
-- Check if entry has dependency on other entry
local dependencies_met = nil
if schedule[time][i].depends then
dependencies_met = npc.utils.array_is_subset_of_array(
self.schedules.temp_executed_queue,
schedule[time][i].depends)
end
-- Schedule timer
-- Check if schedules are enabled
if self.schedules.enabled == true then
-- Get time of day
local time = get_time_in_hours()
-- Check if time is an hour
if ((time % 1) < dtime) and self.schedules.lock == false then
-- Activate lock to avoid more than one entry to this code
self.schedules.lock = true
-- Get integer part of time
time = (time) - (time % 1)
-- Check if there is a schedule entry for this time
-- Note: Currently only one schedule is supported, for day 0
minetest.log("Time: "..dump(time))
local schedule = self.schedules.generic[0]
if schedule ~= nil then
-- Check if schedule for this time exists
if schedule[time] ~= nil then
npc.log("WARNING", "Found schedule for time "..dump(time)..": "..dump(schedule[time]))
npc.log("DEBUG", "Adding actions to action queue")
-- Add to action queue all actions on schedule
for i = 1, #schedule[time] do
-- Check if schedule has a check function
if schedule[time][i].check then
-- Add parameters for check function and run for first time
npc.log("INFO", "NPC "..dump(self.npc_name).." is starting check on "..minetest.pos_to_string(self.object:getpos()))
local check_params = schedule[time][i]
-- Calculates how many times check will be executed
local execution_times = check_params.count
if check_params.random_execution_times then
execution_times = math.random(check_params.min_count, check_params.max_count)
end
-- Set current parameters
self.schedules.current_check_params = {
range = check_params.range,
nodes = check_params.nodes,
actions = check_params.actions,
none_actions = check_params.none_actions,
execution_count = 0,
execution_times = execution_times
}
-- Execute check for the first time
npc.schedule_check(self)
else
npc.log("INFO", "Executing schedule entry: "..dump(schedule[time][i]))
-- Run usual schedule entry
-- Check chance
local execution_chance = math.random(1, 100)
if not schedule[time][i].chance or
(schedule[time][i].chance and execution_chance <= schedule[time][i].chance) then
-- Check if entry has dependency on other entry
local dependencies_met = nil
if schedule[time][i].depends then
dependencies_met = npc.utils.array_is_subset_of_array(
self.schedules.temp_executed_queue,
schedule[time][i].depends)
end
-- Check for dependencies being met
if dependencies_met == nil or dependencies_met == true then
-- Add tasks
if schedule[time][i].task ~= nil then
-- Add task
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
elseif schedule[time][i].action ~= nil then
-- Add action
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
elseif schedule[time][i].property ~= nil then
-- Change NPC property
npc.schedule_change_property(self, schedule[time][i].property, schedule[time][i].args)
end
-- Backward compatibility check
if self.schedules.temp_executed_queue then
-- Add into execution queue to meet dependency
table.insert(self.schedules.temp_executed_queue, i)
end
-- Check for dependencies being met
if dependencies_met == nil or dependencies_met == true then
-- Add tasks
if schedule[time][i].task ~= nil then
-- Add task
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
elseif schedule[time][i].action ~= nil then
-- Add action
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
elseif schedule[time][i].property ~= nil then
-- Change NPC property
npc.schedule_change_property(self, schedule[time][i].property, schedule[time][i].args)
end
-- Backward compatibility check
if self.schedules.temp_executed_queue then
-- Add into execution queue to meet dependency
table.insert(self.schedules.temp_executed_queue, i)
end
else
-- TODO: Change to debug
npc.log("WARNING", "Skipping schedule entry for time "..dump(time)..": "..dump(schedule[time][i]))
end
end
end
-- Clear execution queue
self.schedules.temp_executed_queue = {}
npc.log("WARNING", "New action queue: "..dump(self.actions))
end
end
end
else
-- Check if lock can be released
if time % 1 > 0.1 then
-- Release lock
self.schedules.lock = false
end
end
end
else
-- TODO: Change to debug
npc.log("WARNING", "Skipping schedule entry for time "..dump(time)..": "..dump(schedule[time][i]))
end
end
end
-- Clear execution queue
self.schedules.temp_executed_queue = {}
npc.log("WARNING", "New action queue: "..dump(self.actions))
end
end
else
-- Check if lock can be released
if (time % 1) > dtime then
-- Release lock
self.schedules.lock = false
end
end
end
return self.freeze
end
})

View File

@ -6,7 +6,7 @@
-- Occupations are essentially specific schedules, that can have slight
-- random variations to provide diversity and make specific occupations
-- less predictable. Occupations are associated with textures, dialogues,
-- specific initial items, type of building (and surroundings) where NPC
-- specific initial items, type of building (and surroundings) where NPC
-- lives, etc.
-- Example of an occupation: farmer
-- The farmer will have to live in a farm, or just beside a field.
@ -38,10 +38,10 @@
-- tags = {},
-- -- Array of tags to search for. This will have tags
-- -- if the type is either "mix" or "tags"
--
--
-- },
-- textures = {},
-- -- Textures are an array of textures, as usually given on
-- -- Textures are an array of textures, as usually given on
-- -- an entity definition. If given, the NPC will be guaranteed
-- -- to have one of the given textures. Also, ensure they have sex
-- -- as well in the filename so they can be chosen appropriately.
@ -76,10 +76,10 @@
-- [23] = {[1] = action=npc.action.cmd.freeze, args={freeze=false}}
-- -- }
-- -- The numbers, [1], [13] and [23] are the times when the entries
-- -- corresponding to each are supposed to happen. The tables with
-- -- corresponding to each are supposed to happen. The tables with
-- -- [1], [1],[2] and [1] actions respectively are the entries that
-- -- will happen at time 1, 13 and 23.
-- }
-- }
-- Public API
npc.occupations = {}
@ -91,14 +91,11 @@ local occupations = {}
-- The key is the name of the occupation.
npc.occupations.registered_occupations = {}
-- This is the basic occupation definition, this is for all NPCs that
-- This is the basic occupation definition, this is for all NPCs that
-- don't have a specific occupation. It serves as an example.
npc.occupations.basic_def = {
-- Use random textures
textures = {
{"npc_male1.png"},
{"npc_child_male1.png"}
},
textures = {},
-- Use random dialogues
dialogues = {},
-- Initialize inventory with random items
@ -109,13 +106,13 @@ npc.occupations.basic_def = {
[7] = {
-- Get out of bed
[1] = {task = npc.actions.cmd.USE_BED, args = {
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.GET_UP
}
},
}
},
-- Walk to home inside
[2] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
},
chance = 75
@ -127,7 +124,7 @@ npc.occupations.basic_def = {
[8] = {
-- Walk to outside of home
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
walkable = {}
},
chance = 75
@ -142,7 +139,7 @@ npc.occupations.basic_def = {
end_pos = {place_type=npc.places.PLACE_TYPE.SITTABLE.PRIMARY, use_access_node=true},
walkable = {"cottages:bench"}
},
chance = 75
chance = 75
},
-- Sit on the node
[2] = {task = npc.actions.cmd.USE_SITTABLE, args = {
@ -155,13 +152,13 @@ npc.occupations.basic_def = {
[3] = {action = npc.actions.cmd.SET_INTERVAL, args = {
freeze = true,
interval = 35
},
},
depends = {2}
},
[4] = {action = npc.actions.cmd.SET_INTERVAL, args = {
freeze = true,
interval = npc.actions.default_interval
},
},
depends = {3}
},
-- Get up from sit
@ -210,9 +207,9 @@ npc.occupations.basic_def = {
},
-- Get inside home
[3] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
}
}
},
-- Allow mobs_redo wandering
[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
@ -220,16 +217,16 @@ npc.occupations.basic_def = {
-- Schedule entry for 10 in the evening
[22] = {
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
walkable = {}
}
}
},
-- Use bed
[2] = {task = npc.actions.cmd.USE_BED, args = {
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.LAY
}
},
}
},
-- Stay put on bed
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
}
@ -239,7 +236,8 @@ npc.occupations.basic_def = {
-- This function registers an occupation
function npc.occupations.register_occupation(name, def)
npc.occupations.registered_occupations[name] = def
npc.occupations.registered_occupations[name] = def
npc.log("INFO", "Successfully registered occupation with name: "..dump(name))
end
-- This function scans all registered occupations and filter them by
@ -256,13 +254,13 @@ function npc.occupations.get_for_building(building_type, surrounding_building_ty
-- Check if building type is contained in the def's building types
if npc.utils.array_contains(def.building_types, building_type) then
-- Check for empty or nil surrounding building types
if def.surrounding_building_types == nil
if def.surrounding_building_types == nil
or def.surrounding_building_types == {} then
-- Add this occupation
table.insert(result, name)
else
-- Check if surround type is included in the def
if npc.utils.array_is_subset_of_array(def.surrounding_building_types,
if npc.utils.array_is_subset_of_array(def.surrounding_building_types,
surrounding_building_types) then
-- Add this occupation
table.insert(result, name)
@ -291,7 +289,7 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
-- Initialize textures, else it will leave the current textures
minetest.log("Texture entries: "..dump(table.getn(def.textures)))
if def.textures and table.getn(def.textures) > 0 then
self.selected_texture =
self.selected_texture =
npc.get_random_texture_from_array(self.sex, self.age, def.textures)
-- Set texture if it found for sex and age
minetest.log("No textures found for sex "..dump(self.sex).." and age "..dump(self.age))
@ -351,7 +349,7 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
-- Add keys to set of dialogue keys
for _, key in npc.utils.get_map_keys(dialogues) do
table.insert(dialogue_keys, key)
end
end
elseif def.dialogues.type == "tags" then
-- We need to find the dialogues from tags. def.dialogues.tags contains
-- an array of tags that we will use to search.
@ -361,7 +359,7 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
end
-- Add dialogues to NPC
-- Check if there is a max of dialogues to be added
local max_dialogue_count = npc.dialogue.MAX_DIALOGUES
local max_dialogue_count = npc.dialogue.MAX_DIALOGUES
if def.dialogues.max_count and def.max_dialogue_count > 0 then
max_dialogue_count = def.dialogues.max_count
end
@ -385,4 +383,4 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
npc.log("INFO", "Successfully initialized NPC with occupation values")
end
end

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@ -0,0 +1,3 @@
-- Spawner markers
-- Specialized functionality to allow players do NPC spawning
-- on their own custom buildings.

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