Occupations: Add schedule check function, allow enqueuing of schedule check
This commit is contained in:
@ -13,6 +13,8 @@
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npc.actions = {}
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npc.actions.default_interval = 1
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-- Describes actions with doors or openable nodes
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npc.actions.const = {
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doors = {
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@ -50,7 +52,9 @@ npc.actions.cmd = {
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USE_FURNACE = 11,
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USE_BED = 12,
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USE_SITTABLE = 13,
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WALK_TO_POS = 14
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WALK_TO_POS = 14,
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DIG = 15,
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PLACE = 16
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}
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--npc.actions.one_nps_speed = 0.98
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@ -60,6 +64,10 @@ npc.actions.one_nps_speed = 1
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npc.actions.one_half_nps_speed = 1.5
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npc.actions.two_nps_speed = 2
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npc.actions.take_from_inventory = "take_from_inventory"
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npc.actions.take_from_inventory_forced = "take_from_inventory_forced"
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npc.actions.force_place = "force_place"
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-- Executor --
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--------------
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-- Function references aren't reliable in Minetest entities. Objects get serialized
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@ -115,6 +123,12 @@ function npc.actions.execute(self, command, args)
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-- Call walk to position task
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--minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
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return npc.actions.walk_to_pos(self, args)
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elseif command == npc.actions.cmd.DIG then
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-- Call dig node action
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return npc.actions.dig(self, args)
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elseif command == npc.actions.cmd.PLACE then
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-- Call place node action
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return npc.actions.place(self, args)
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end
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end
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@ -146,6 +160,85 @@ function npc.actions.freeze(self, args)
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return not(freeze_mobs_api)
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end
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-- This action digs the node at the given position
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-- If 'add_to_inventory' is true, it will put the digged node in the NPC
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-- inventory.
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-- Returns true if dig is successful, otherwise false
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function npc.actions.dig(self, args)
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local pos = args.pos
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local add_to_inventory = args.add_to_inventory
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local bypass_protection = args.bypass_protection
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local node = minetest.get_node_or_nil(pos)
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if node then
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-- Check if protection not enforced
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if not force_dig then
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-- Try to dig node
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if minetest.dig_node(pos) then
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-- Add to inventory the node drops
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if add_to_inventory then
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-- Get node drop
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local drop = minetest.registered_nodes[node.name].drop
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-- Add to NPC inventory
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npc.npc.add_item_to_inventory(self, drop, 1)
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end
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return true
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end
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else
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-- Add to inventory
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if add_to_inventory then
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-- Get node drop
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local drop = minetest.registered_nodes[node.name].drop
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-- Add to NPC inventory
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npc.npc.add_item_to_inventory(self, drop, 1)
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end
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-- Dig node
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minetest.set_node(pos, {name="air"})
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end
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end
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return false
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end
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-- This action places a given node at the given position
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-- There are three ways to source the node:
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-- 1. take_from_inventory: takes node from inventory. If not in inventory,
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-- node isn't placed.
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-- 2. take_from_inventory_forced: takes node from inventory. If not in
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-- inventory, node will be placed anyways.
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-- 3. force_place: places node regardless of inventory - will not touch
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-- the NPCs inventory
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function npc.actions.place(self, args)
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local pos = args.pos
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local node = args.node
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local source = args.source
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local bypass_protection = args.bypass_protection
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local node_at_pos = minetest.get_node_or_nil(pos)
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-- Check if position is empty or has a node that can be built to
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if node_at_pos and
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(node_at_pos.name == "air" or minetest.registered_nodes(node_at_pos.name).buildable_to == true) then
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-- Check protection
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if (not bypass_protection and not minetest.is_protected(pos, self.npc_name))
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or bypass_protection == true then
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-- Take from inventory if necessary
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local place_item = false
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if source == npc.actions.take_from_inventory then
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if npc.take_item_from_inventory(self, node.name, 1) then
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place_item = true
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end
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elseif source == npc.actions.take_from_inventory_forced then
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npc.take_item_from_inventory(self, node.name, 1)
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place_item = true
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elseif source == npc.actions.force_place then
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place_item = true
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end
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-- Place node
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if place_item then
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minetest.set_node(pos, node)
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end
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end
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end
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end
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-- This action is to rotate to mob to a specifc direction. Currently, the code
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-- contains also for diagonals, but remaining in the orthogonal domain is preferrable.
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function npc.actions.rotate(self, args)
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@ -13,70 +13,73 @@
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npc.places = {}
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npc.places.nodes = {
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BED_TYPE = {
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"beds:bed_bottom",
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"beds:fancy_bed_bottom",
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"cottages:bed_foot",
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"cottages:straw_mat",
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"cottages:sleeping_mat"
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},
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SITTABLE_TYPE = {
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"cottages:bench",
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-- Currently commented out since some NPCs
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-- were sitting at stairs that are actually staircases
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-- TODO: Register other stair types
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--"stairs:stair_wood"
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},
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STORAGE_TYPE = {
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"default:chest",
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"default:chest_locked",
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"cottages:shelf"
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},
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FURNACE_TYPE = {
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"default:furnace",
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"default:furnace_active"
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},
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OPENABLE_TYPE = {
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-- TODO: Register fences
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"doors:door_glass_a",
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"doors:door_glass_b",
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"doors:door_obsidian_a",
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"doors:door_obsidian_b",
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"doors:door_steel_a",
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"doors:door_steel_b",
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"doors:door_wood_a",
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"doors:door_wood_b",
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"cottages:gate_open",
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"cottages:gate_closed",
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"cottages:half_door"
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}
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BED_TYPE = {
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"beds:bed_bottom",
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"beds:fancy_bed_bottom",
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"cottages:bed_foot",
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"cottages:straw_mat",
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"cottages:sleeping_mat"
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},
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SITTABLE_TYPE = {
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"cottages:bench",
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-- Currently commented out since some NPCs
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-- were sitting at stairs that are actually staircases
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-- TODO: Register other stair types
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--"stairs:stair_wood"
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},
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STORAGE_TYPE = {
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"default:chest",
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"default:chest_locked",
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"cottages:shelf"
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},
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FURNACE_TYPE = {
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"default:furnace",
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"default:furnace_active"
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},
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OPENABLE_TYPE = {
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-- TODO: Register fences
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"doors:door_glass_a",
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"doors:door_glass_b",
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"doors:door_obsidian_a",
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"doors:door_obsidian_b",
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"doors:door_steel_a",
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"doors:door_steel_b",
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"doors:door_wood_a",
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"doors:door_wood_b",
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"cottages:gate_open",
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"cottages:gate_closed",
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"cottages:half_door"
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}
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}
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npc.places.PLACE_TYPE = {
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BED = {
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PRIMARY = "bed_primary"
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},
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SITTABLE = {
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PRIMARY = "sit_primary",
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SHARED = "sit_shared"
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},
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FURNACE = {
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PRIMARY = "furnace_primary",
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SHARED = "furnace_shared"
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},
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STORAGE = {
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PRIMARY = "storage_primary",
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SHARED = "storage_shared"
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},
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OPENABLE = {
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HOME_ENTRANCE_DOOR = "home_entrance_door"
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},
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OTHER = {
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HOME_PLOTMARKER = "home_plotmarker",
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HOME_INSIDE = "home_inside",
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HOME_OUTSIDE = "home_outside"
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}
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BED = {
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PRIMARY = "bed_primary"
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},
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SITTABLE = {
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PRIMARY = "sit_primary",
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SHARED = "sit_shared"
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},
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FURNACE = {
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PRIMARY = "furnace_primary",
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SHARED = "furnace_shared"
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},
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STORAGE = {
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PRIMARY = "storage_primary",
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SHARED = "storage_shared"
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},
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OPENABLE = {
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HOME_ENTRANCE_DOOR = "home_entrance_door"
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},
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SCHEDULE = {
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TARGET = "schedule_target_pos"
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},
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OTHER = {
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HOME_PLOTMARKER = "home_plotmarker",
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HOME_INSIDE = "home_inside",
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HOME_OUTSIDE = "home_outside"
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}
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}
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function npc.places.add_shared(self, place_name, place_type, pos, access_node)
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@ -84,94 +87,110 @@ function npc.places.add_shared(self, place_name, place_type, pos, access_node)
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end
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function npc.places.add_owned(self, place_name, place_type, pos, access_node)
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self.places_map[place_name] = {type=place_type, pos=pos, access_node=access_node or pos, status="owned"}
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self.places_map[place_name] = {type=place_type, pos=pos, access_node=access_node or pos, status="owned"}
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end
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function npc.places.add_unowned_accessible_place(self, nodes, place_type)
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for i = 1, #nodes do
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-- Check if node has owner
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if nodes[i].owner == "" then
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-- If node has no owner, check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Set owner to this NPC
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nodes[i].owner = self.npc_id
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-- Assign node to NPC
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npc.places.add_owned(self, place_type, place_type,
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nodes[i].node_pos, empty_nodes[1].pos)
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npc.log("DEBUG", "Added node at "..minetest.pos_to_string(nodes[i].node_pos)
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.." to NPC "..dump(self.npc_name))
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break
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end
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end
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end
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function npc.places.add_owned_accessible_place(self, nodes, place_type)
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for i = 1, #nodes do
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-- Check if node has owner
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if nodes[i].owner == "" then
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-- If node has no owner, check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Set owner to this NPC
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nodes[i].owner = self.npc_id
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-- Assign node to NPC
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npc.places.add_owned(self, place_type, place_type,
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nodes[i].node_pos, empty_nodes[1].pos)
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npc.log("DEBUG", "Added node at "..minetest.pos_to_string(nodes[i].node_pos)
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.." to NPC "..dump(self.npc_name))
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break
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end
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end
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end
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end
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function npc.places.add_shared_accessible_place(self, nodes, place_type)
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for i = 1, #nodes do
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-- Check of not adding same owned sit
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if nodes[i].owner ~= self.npc_id then
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-- Check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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-- Check if bed is accessible
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if #empty_nodes > 0 then
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-- Assign node to NPC
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npc.places.add_shared(self, place_type..dump(i),
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place_type, nodes[i].node_pos, empty_nodes[1].pos)
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end
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end
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end
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-- Override flag allows to overwrite a place in the places_map.
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-- The only valid use right now is for schedules - don't use this
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-- anywhere else unless you have a position that changes over time.
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function npc.places.add_shared_accessible_place(self, nodes, place_type, override)
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if not override then
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for i = 1, #nodes do
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-- Check if not adding same owned place
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if nodes[i].owner ~= self.npc_id then
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-- Check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Assign node to NPC
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npc.places.add_shared(self, place_type..dump(i),
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place_type, nodes[i].node_pos, empty_nodes[1].pos)
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end
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end
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end
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elseif override then
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-- Note: Nodes is only *one* node in case override = true
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-- Check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes.node_pos, {"air"}, 0)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Nodes is only one node
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npc.places.add_shared(self, place_type, place_type,
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nodes.node_pos, empty_nodes[1].pos)
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end
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end
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end
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function npc.places.get_by_type(self, place_type)
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local result = {}
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for place_name, place_entry in pairs(self.places_map) do
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if place_entry.type == place_type then
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table.insert(result, place_entry)
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end
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table.insert(result, place_entry)
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end
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end
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return result
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return result
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end
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-- This function searches on a squared are of the given radius
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-- for nodes of the given type. The type should be npc.places.nodes
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function npc.places.find_node_nearby(pos, type, radius)
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-- Determine area points
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local start_pos = {x=pos.x - radius, y=pos.y - 1, z=pos.z - radius}
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local end_pos = {x=pos.x + radius, y=pos.y + 1, z=pos.z + radius}
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-- Get nodes
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local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
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-- Determine area points
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local start_pos = {x=pos.x - radius, y=pos.y - 1, z=pos.z - radius}
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local end_pos = {x=pos.x + radius, y=pos.y + 1, z=pos.z + radius}
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-- Get nodes
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local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
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return nodes
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return nodes
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end
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-- TODO: This function can be improved to support a radius greater than 1.
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function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
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-- Calculate orthogonal points
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local points = {}
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table.insert(points, {x=pos.x+1,y=pos.y+y_adjustment,z=pos.z})
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table.insert(points, {x=pos.x-1,y=pos.y+y_adjustment,z=pos.z})
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table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z+1})
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table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z-1})
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local result = {}
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for _,point in pairs(points) do
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local node = minetest.get_node(point)
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--minetest.log("Found node: "..dump(node)..", at pos: "..dump(point))
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for _,node_name in pairs(nodes) do
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if node.name == node_name then
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table.insert(result, {name=node.name, pos=point, param2=node.param2})
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end
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end
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end
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return result
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-- Calculate orthogonal points
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local points = {}
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table.insert(points, {x=pos.x+1,y=pos.y+y_adjustment,z=pos.z})
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table.insert(points, {x=pos.x-1,y=pos.y+y_adjustment,z=pos.z})
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table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z+1})
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table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z-1})
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local result = {}
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for _,point in pairs(points) do
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local node = minetest.get_node(point)
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--minetest.log("Found node: "..dump(node)..", at pos: "..dump(point))
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for _,node_name in pairs(nodes) do
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if node.name == node_name then
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table.insert(result, {name=node.name, pos=point, param2=node.param2})
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end
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end
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end
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return result
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end
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function npc.places.find_node_in_area(start_pos, end_pos, type)
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local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
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return nodes
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local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
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return nodes
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end
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-- Specialized function to find doors that are an entrance to a building.
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@ -180,90 +199,90 @@ end
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-- Based on this definition, other entrances aren't going to be used
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-- by the NPC to get into the building
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function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker_pos)
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local result = nil
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local openable_nodes = {}
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local min = 100
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local result = nil
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local openable_nodes = {}
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local min = 100
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-- 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,
|
||||
-- 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
|
||||
local name = minetest.get_node(all_openable_nodes[i].node_pos).name
|
||||
local doors_st, doors_en = string.find(name, "doors:")
|
||||
if doors_st ~= nil then
|
||||
table.insert(openable_nodes, all_openable_nodes[i])
|
||||
end
|
||||
end
|
||||
-- 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,
|
||||
-- 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
|
||||
local name = minetest.get_node(all_openable_nodes[i].node_pos).name
|
||||
local doors_st, doors_en = string.find(name, "doors:")
|
||||
if doors_st ~= nil then
|
||||
table.insert(openable_nodes, all_openable_nodes[i])
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
for i = 1, #openable_nodes do
|
||||
for i = 1, #openable_nodes do
|
||||
|
||||
local open_pos = openable_nodes[i].node_pos
|
||||
local open_pos = openable_nodes[i].node_pos
|
||||
|
||||
-- Get node name - check if this node is a 'door'. The way to check
|
||||
-- is by explicitly checking for 'door' string
|
||||
local name = minetest.get_node(open_pos).name
|
||||
local start_i, end_i = string.find(name, "door")
|
||||
-- Get node name - check if this node is a 'door'. The way to check
|
||||
-- is by explicitly checking for 'door' string
|
||||
local name = minetest.get_node(open_pos).name
|
||||
local start_i, end_i = string.find(name, "door")
|
||||
|
||||
if start_i ~= nil then
|
||||
-- Define start and end pos
|
||||
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}
|
||||
if start_i ~= nil then
|
||||
-- Define start and end pos
|
||||
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
|
||||
-- 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
|
||||
-- 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, {})
|
||||
local entity = {}
|
||||
entity.collisionbox = {-0.20,-1.0,-0.20, 0.20,0.8,0.20}
|
||||
--minetest.log("Start pos: "..minetest.pos_to_string(start_pos))
|
||||
--minetest.log("End pos: "..minetest.pos_to_string(end_pos))
|
||||
local path = npc.pathfinder.find_path(start_pos, end_pos, entity, false)
|
||||
--minetest.log("Found path: "..dump(path))
|
||||
if path ~= nil then
|
||||
--minetest.log("Path distance: "..dump(#path))
|
||||
-- Check if path length is less than the minimum found so far
|
||||
if #path < min then
|
||||
-- Set min to path length and the result to the currently found node
|
||||
min = #path
|
||||
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
|
||||
-- plotmarker, but not being the building entrance. MTG doors
|
||||
-- are usually the entrance... so yes, hackity hack.
|
||||
-- Get the name of the currently mininum-distance door
|
||||
min_node_name = minetest.get_node(result.node_pos).name
|
||||
-- Check if this is a door from MTG's doors.
|
||||
local doors_st, doors_en = string.find(name, "doors:")
|
||||
-- Check if min-distance door is a cottages door
|
||||
-- while we have a MTG door
|
||||
if min_node_name == "cottages:half_door" and doors_st ~= nil then
|
||||
--minetest.log("Assigned new door...")
|
||||
min = #path
|
||||
result = openable_nodes[i]
|
||||
end
|
||||
end
|
||||
else
|
||||
npc.log("ERROR", "Path not found to marker from "..minetest.pos_to_string(start_pos))
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Return result
|
||||
return result
|
||||
-- Find path from the openable node to the plotmarker
|
||||
--local path = pathfinder.find_path(start_pos, end_pos, 20, {})
|
||||
local entity = {}
|
||||
entity.collisionbox = {-0.20,-1.0,-0.20, 0.20,0.8,0.20}
|
||||
--minetest.log("Start pos: "..minetest.pos_to_string(start_pos))
|
||||
--minetest.log("End pos: "..minetest.pos_to_string(end_pos))
|
||||
local path = npc.pathfinder.find_path(start_pos, end_pos, entity, false)
|
||||
--minetest.log("Found path: "..dump(path))
|
||||
if path ~= nil then
|
||||
--minetest.log("Path distance: "..dump(#path))
|
||||
-- Check if path length is less than the minimum found so far
|
||||
if #path < min then
|
||||
-- Set min to path length and the result to the currently found node
|
||||
min = #path
|
||||
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
|
||||
-- plotmarker, but not being the building entrance. MTG doors
|
||||
-- are usually the entrance... so yes, hackity hack.
|
||||
-- Get the name of the currently mininum-distance door
|
||||
min_node_name = minetest.get_node(result.node_pos).name
|
||||
-- Check if this is a door from MTG's doors.
|
||||
local doors_st, doors_en = string.find(name, "doors:")
|
||||
-- Check if min-distance door is a cottages door
|
||||
-- while we have a MTG door
|
||||
if min_node_name == "cottages:half_door" and doors_st ~= nil then
|
||||
--minetest.log("Assigned new door...")
|
||||
min = #path
|
||||
result = openable_nodes[i]
|
||||
end
|
||||
end
|
||||
else
|
||||
npc.log("ERROR", "Path not found to marker from "..minetest.pos_to_string(start_pos))
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Return result
|
||||
return result
|
||||
end
|
||||
|
||||
-- Specialized function to find all sittable nodes supported by the
|
||||
@ -271,27 +290,27 @@ end
|
||||
-- stairs nodes placed aren't meant to simulate benches, this function
|
||||
-- is necessary in order to find stairs that are meant to be benches.
|
||||
function npc.places.find_sittable_nodes_nearby(pos, radius)
|
||||
local result = {}
|
||||
-- Try to find sittable nodes
|
||||
local nodes = npc.places.find_node_nearby(pos, npc.places.nodes.SITTABLE, radius)
|
||||
-- Highly unorthodox check for emptinnes
|
||||
if nodes[1] ~= nil then
|
||||
for i = 1, #nodes do
|
||||
-- Get node name, try to avoid using the staircase check if not a stair node
|
||||
local node = minetest.get_node(nodes[i])
|
||||
local i1, i2 = string.find(node.name, "stairs:")
|
||||
if i1 ~= nil then
|
||||
if npc.places.is_in_staircase(nodes[i]) < 1 then
|
||||
table.insert(result, nodes[i])
|
||||
end
|
||||
else
|
||||
-- Add node as it is sittable
|
||||
table.insert(result, nodes[i])
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Return sittable nodes
|
||||
return result
|
||||
local result = {}
|
||||
-- Try to find sittable nodes
|
||||
local nodes = npc.places.find_node_nearby(pos, npc.places.nodes.SITTABLE, radius)
|
||||
-- Highly unorthodox check for emptinnes
|
||||
if nodes[1] ~= nil then
|
||||
for i = 1, #nodes do
|
||||
-- Get node name, try to avoid using the staircase check if not a stair node
|
||||
local node = minetest.get_node(nodes[i])
|
||||
local i1, i2 = string.find(node.name, "stairs:")
|
||||
if i1 ~= nil then
|
||||
if npc.places.is_in_staircase(nodes[i]) < 1 then
|
||||
table.insert(result, nodes[i])
|
||||
end
|
||||
else
|
||||
-- Add node as it is sittable
|
||||
table.insert(result, nodes[i])
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Return sittable nodes
|
||||
return result
|
||||
end
|
||||
|
||||
-- Specialized function to find sittable stairs: stairs that don't
|
||||
@ -300,104 +319,104 @@ end
|
||||
-- Receives a position of a stair node.
|
||||
|
||||
npc.places.staircase = {
|
||||
none = 0,
|
||||
bottom = 1,
|
||||
middle = 2,
|
||||
top = 3
|
||||
none = 0,
|
||||
bottom = 1,
|
||||
middle = 2,
|
||||
top = 3
|
||||
}
|
||||
|
||||
function npc.places.is_in_staircase(pos)
|
||||
local node = minetest.get_node(pos)
|
||||
-- Verify node is actually from default stairs mod
|
||||
local p1, p2 = string.find(node.name, "stairs:")
|
||||
if p1 ~= nil then
|
||||
-- Calculate the logical position to the lower and upper stairs node location
|
||||
local up_x_adj, up_z_adj = 0, 0
|
||||
local lo_x_adj, lo_z_adj = 0, 0
|
||||
if node.param2 == 1 then
|
||||
up_z_adj = -1
|
||||
lo_z_adj = 1
|
||||
elseif node.param2 == 2 then
|
||||
up_z_adj = 1
|
||||
lo_z_adj = -1
|
||||
elseif node.param2 == 3 then
|
||||
up_x_adj = -1
|
||||
lo_x_adj = 1
|
||||
elseif node.param2 == 4 then
|
||||
up_x_adj = 1
|
||||
lo_x_adj = -1
|
||||
else
|
||||
-- This is not a staircase
|
||||
return false
|
||||
end
|
||||
local node = minetest.get_node(pos)
|
||||
-- Verify node is actually from default stairs mod
|
||||
local p1, p2 = string.find(node.name, "stairs:")
|
||||
if p1 ~= nil then
|
||||
-- Calculate the logical position to the lower and upper stairs node location
|
||||
local up_x_adj, up_z_adj = 0, 0
|
||||
local lo_x_adj, lo_z_adj = 0, 0
|
||||
if node.param2 == 1 then
|
||||
up_z_adj = -1
|
||||
lo_z_adj = 1
|
||||
elseif node.param2 == 2 then
|
||||
up_z_adj = 1
|
||||
lo_z_adj = -1
|
||||
elseif node.param2 == 3 then
|
||||
up_x_adj = -1
|
||||
lo_x_adj = 1
|
||||
elseif node.param2 == 4 then
|
||||
up_x_adj = 1
|
||||
lo_x_adj = -1
|
||||
else
|
||||
-- This is not a staircase
|
||||
return false
|
||||
end
|
||||
|
||||
-- Calculate upper and lower position
|
||||
local upper_pos = {x=pos.x + up_x_adj, y=pos.y + 1, z=pos.z + up_z_adj}
|
||||
local lower_pos = {x=pos.x + lo_x_adj, y=pos.y - 1, z=pos.z + lo_z_adj}
|
||||
-- Get next node
|
||||
local upper_node = minetest.get_node(upper_pos)
|
||||
local lower_node = minetest.get_node(lower_pos)
|
||||
--minetest.log("Next node: "..dump(upper_pos))
|
||||
-- Check if next node is also a stairs node
|
||||
local up_p1, up_p2 = string.find(upper_node.name, "stairs:")
|
||||
local lo_p1, lo_p2 = string.find(lower_node.name, "stairs:")
|
||||
-- Calculate upper and lower position
|
||||
local upper_pos = {x=pos.x + up_x_adj, y=pos.y + 1, z=pos.z + up_z_adj}
|
||||
local lower_pos = {x=pos.x + lo_x_adj, y=pos.y - 1, z=pos.z + lo_z_adj}
|
||||
-- Get next node
|
||||
local upper_node = minetest.get_node(upper_pos)
|
||||
local lower_node = minetest.get_node(lower_pos)
|
||||
--minetest.log("Next node: "..dump(upper_pos))
|
||||
-- Check if next node is also a stairs node
|
||||
local up_p1, up_p2 = string.find(upper_node.name, "stairs:")
|
||||
local lo_p1, lo_p2 = string.find(lower_node.name, "stairs:")
|
||||
|
||||
if up_p1 ~= nil then
|
||||
-- By default, think this is bottom of staircase.
|
||||
local result = npc.places.staircase.bottom
|
||||
-- Try downwards now
|
||||
if lo_p1 ~= nil then
|
||||
result = npc.places.staircase.middle
|
||||
end
|
||||
return result
|
||||
else
|
||||
-- Check if there is a staircase downwards
|
||||
if lo_p1 ~= nil then
|
||||
return npc.places.staircase.top
|
||||
else
|
||||
return npc.places.staircase.none
|
||||
end
|
||||
end
|
||||
end
|
||||
-- This is not a stairs node
|
||||
return nil
|
||||
if up_p1 ~= nil then
|
||||
-- By default, think this is bottom of staircase.
|
||||
local result = npc.places.staircase.bottom
|
||||
-- Try downwards now
|
||||
if lo_p1 ~= nil then
|
||||
result = npc.places.staircase.middle
|
||||
end
|
||||
return result
|
||||
else
|
||||
-- Check if there is a staircase downwards
|
||||
if lo_p1 ~= nil then
|
||||
return npc.places.staircase.top
|
||||
else
|
||||
return npc.places.staircase.none
|
||||
end
|
||||
end
|
||||
end
|
||||
-- This is not a stairs node
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Specialized function to find the node position right behind
|
||||
-- a door. Used to make NPCs enter buildings.
|
||||
function npc.places.find_node_behind_door(door_pos)
|
||||
local door = minetest.get_node(door_pos)
|
||||
if door.param2 == 0 then
|
||||
-- Looking south
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
|
||||
elseif door.param2 == 1 then
|
||||
-- Looking east
|
||||
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
|
||||
elseif door.param2 == 2 then
|
||||
-- Looking north
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
|
||||
-- Looking west
|
||||
elseif door.param2 == 3 then
|
||||
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
|
||||
end
|
||||
local door = minetest.get_node(door_pos)
|
||||
if door.param2 == 0 then
|
||||
-- Looking south
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
|
||||
elseif door.param2 == 1 then
|
||||
-- Looking east
|
||||
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
|
||||
elseif door.param2 == 2 then
|
||||
-- Looking north
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
|
||||
-- Looking west
|
||||
elseif door.param2 == 3 then
|
||||
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
|
||||
end
|
||||
end
|
||||
|
||||
-- Specialized function to find the node position right in
|
||||
-- front of a door. Used to make NPCs exit buildings.
|
||||
function npc.places.find_node_in_front_of_door(door_pos)
|
||||
local door = minetest.get_node(door_pos)
|
||||
--minetest.log("Param2 of door: "..dump(door.param2))
|
||||
if door.param2 == 0 then
|
||||
-- Looking south
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
|
||||
elseif door.param2 == 1 then
|
||||
-- Looking east
|
||||
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
|
||||
elseif door.param2 == 2 then
|
||||
-- Looking north
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
|
||||
-- Looking west
|
||||
elseif door.param2 == 3 then
|
||||
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
|
||||
end
|
||||
local door = minetest.get_node(door_pos)
|
||||
--minetest.log("Param2 of door: "..dump(door.param2))
|
||||
if door.param2 == 0 then
|
||||
-- Looking south
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
|
||||
elseif door.param2 == 1 then
|
||||
-- Looking east
|
||||
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
|
||||
elseif door.param2 == 2 then
|
||||
-- Looking north
|
||||
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
|
||||
elseif door.param2 == 3 then
|
||||
-- Looking west
|
||||
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
|
||||
end
|
||||
end
|
Reference in New Issue
Block a user