Actions: (WIP) Add locks, unlocks and re-execution of actions if there are interruptions. Need to improve the lock/unlock mechanism.
Dialogues, trading: Add lock and unlock upon starting/finishing an interaction. Updated README with progress. Pathfinding: Fix slight bug that avoid a map being generated if the difference of start and end positions' z coordinate is zero.
This commit is contained in:
parent
e265bc283e
commit
60b847a02a
@ -42,8 +42,8 @@ __Phase 3__: Trading: In progress
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- [ ] Dedicated traders are traders that, when talked to, always make buy and sell offers. They have a greater variety too.
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- [ ] NPCs will also be able to offer "services", for example, repairing tools, by receiving an item and a payment, and then returning a specific item.
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__Phase 4__: Actions: In progress
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- [ ] NPCs should be able to use chests, furnaces, doors, beds and sit on "sittable" nodes (in progress)
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__Phase 4__: Actions: Main functionality complete
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- [x] NPCs should be able to use chests, furnaces, doors, beds and sit on "sittable" nodes (in progress)
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- [x] NPCs should be able to walk to specific places. Should also be able to open doors, fence gates and any other type of openable node while going to a place.
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- [x] NPCs should have the ability to identify nodes that belong to him/her, and recall them/
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@ -55,6 +55,10 @@ pathfinder.nodes = {
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-- of the Jumper library to find a path from start_pos to end_pos. The range is
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-- an extra amount of nodes to search in both the x and z coordinates.
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function pathfinder.find_path(start_pos, end_pos, range, walkable_nodes)
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-- Check that start and end position are not the same
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if start_pos.x == end_pos.x and start_pos.z == end_pos.z then
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return nil
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end
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-- Set walkable nodes to empty if parameter wasn't used
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if walkable_nodes == nil then
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walkable_nodes = {}
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@ -145,7 +149,8 @@ function pathfinder.create_map(start_pos, end_pos, extra_range, walkables)
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local grid = {}
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-- Loop through the area and classify nodes
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for z = 1, math.abs(pos1.z - pos2.z) do
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-- The +2 addition tries to ensure the loop runs at least one.
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for z = 1, math.abs(pos1.z - pos2.z) + 2 do
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local current_row = {}
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for x = 1, math.abs(pos1.x - pos2.x) do
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-- Calculate current position
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52
dialogue.lua
52
dialogue.lua
@ -55,12 +55,15 @@ function npc.dialogue.show_options_dialogue(self,
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end
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-- This function is used for showing a yes/no dialogue formspec
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function npc.dialogue.show_yes_no_dialogue(prompt,
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positive_answer_label,
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positive_callback,
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negative_answer_label,
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negative_callback,
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player_name)
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function npc.dialogue.show_yes_no_dialogue(self,
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prompt,
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positive_answer_label,
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positive_callback,
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negative_answer_label,
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negative_callback,
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player_name)
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npc.lock_actions(self)
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local formspec = "size[7,3]"..
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"label[0.5,0.1;"..prompt.."]"..
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@ -69,6 +72,7 @@ function npc.dialogue.show_yes_no_dialogue(prompt,
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-- Create entry into responses table
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npc.dialogue.dialogue_results.yes_no_dialogue[player_name] = {
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npc = self,
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yes_callback = positive_callback,
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no_callback = negative_callback
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}
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@ -176,9 +180,20 @@ end
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-- This function processes a dialogue object and performs
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-- actions depending on what is defined in the object
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function npc.dialogue.process_dialogue(self, dialogue, player_name)
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-- Freeze NPC actions
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npc.lock_actions(self)
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-- Send dialogue line
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if dialogue.text then
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minetest.chat_send_player(player_name, dialogue.text)
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minetest.chat_send_player(player_name, self.nametag..": "..dialogue.text)
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-- Check if dialogue has responses. If it doesn't, unlock the actions
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-- queue and reset actions timer.'
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minetest.log("Responses: "..dump(dialogue.responses))
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minetest.log("Condition: "..dump(not dialogue.responses))
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if not dialogue.responses then
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npc.unlock_actions(self)
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end
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end
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-- Check if there are responses, then show multi-option dialogue if there are
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@ -196,7 +211,8 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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end
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-----------------------------------------------------------------------------
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-- Functions for rotating NPC to look at player (taken from the API itself)
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-- Functions for rotating NPC to look at player
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-- (taken from the mobs_redo API)
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-----------------------------------------------------------------------------
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local atan = function(x)
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if x ~= x then
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@ -206,8 +222,7 @@ local atan = function(x)
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end
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end
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local function rotate_npc_to_player(self)
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function npc.dialogue.rotate_npc_to_player(self)
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local s = self.object:getpos()
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local objs = minetest.get_objects_inside_radius(s, 4)
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local lp = nil
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@ -244,6 +259,10 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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if fields then
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local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
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-- Unlock queue, reset action timer and unfreeze NPC.
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npc.unlock_actions(player_response.npc)
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if fields.yes_option then
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player_response.yes_callback()
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elseif fields.no_option then
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@ -280,7 +299,7 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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npc.relationships.MARRIED_NPC_DIALOGUE
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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elseif player_response.is_casual_trade_dialogue == true then
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-- Check if trade is casual buy or sell
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if player_response.casual_trade_type == npc.trade.OFFER_BUY then
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@ -288,14 +307,13 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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npc.trade.CASUAL_TRADE_BUY_DIALOGUE
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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elseif player_response.casual_trade_type == npc.trade.OFFER_SELL == true then
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-- Get functions from casual sell dialogue
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npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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.action(player_response.npc, player)
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end
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return
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else
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-- Get dialogues for sex and phase
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local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
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@ -304,7 +322,11 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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dialogues[player_response.options[i].dialogue_id]
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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end
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-- Unlock queue, reset action timer and unfreeze NPC.
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npc.unlock_actions(player_response.npc)
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end
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end
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return
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end
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139
npc.lua
139
npc.lua
@ -27,6 +27,12 @@ npc.direction = {
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west = 3
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}
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npc.action_state = {
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none = 0,
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executing = 1,
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interrupted = 2
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}
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---------------------------------------------------------------------------------------
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-- General functions
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---------------------------------------------------------------------------------------
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@ -203,8 +209,20 @@ end
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-- This function removes the first action in the action queue
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-- and then executes it
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function npc.execute_action(self)
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-- Check if an action was interrupted
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if self.actions.current_action_state == npc.action_state.interrupted then
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minetest.log("Inserting interrupted action: ")
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-- Insert into queue the interrupted action
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table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
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-- Clear the action
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self.actions.state_before_lock.interrupted_action = {}
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-- Clear the position
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self.actions.state_before_lock.pos = {}
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end
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local result = nil
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if table.getn(self.actions.queue) == 0 then
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-- Set state to none
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self.actions.current_action_state = npc.action_state.none
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-- Keep state the same if there are no more actions in actions queue
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return self.freeze
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end
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@ -213,10 +231,10 @@ function npc.execute_action(self)
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-- stack fashion
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if action_obj.is_task == true then
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minetest.log("Executing task")
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-- Remove from queue
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table.remove(self.actions.queue, 1)
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-- Backup current queue
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local backup_queue = self.actions.queue
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-- Remove this "task" action from queue
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table.remove(self.actions.queue, 1)
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-- Clear queue
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self.actions.queue = {}
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-- Now, execute the task with its arguments
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@ -226,17 +244,77 @@ function npc.execute_action(self)
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for i = 1, #backup_queue do
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table.insert(self.actions.queue, backup_queue[i])
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end
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minetest.log("New actions queue: "..dump(self))
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else
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minetest.log("Executing action")
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-- Store the action that is being executed
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self.actions.state_before_lock.interrupted_action = action_obj
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-- Store current position
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self.actions.state_before_lock.pos = self.object:getpos()
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-- Execute action as normal
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result = action_obj.action(action_obj.args)
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-- Remove executed action from queue
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-- Remove task
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table.remove(self.actions.queue, 1)
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-- Set state
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self.actions.current_action_state = npc.action_state.executing
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end
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return result
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end
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function npc.lock_actions(self)
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-- Avoid re-locking if already locked
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if self.actions.action_timer_lock == true then
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return
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end
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local pos = self.object:getpos()
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if self.freeze == false then
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-- Round current pos to avoid the NPC being stopped on positions
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-- where later on can't walk to the correct positions
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-- Choose which position is to be taken as start position
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if self.actions.state_before_lock.pos ~= {} then
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pos = vector.round(self.actions.state_before_lock.pos)
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else
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pos = vector.round(self.object:getpos())
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end
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pos.y = self.object:getpos().y
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end
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-- Stop NPC
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npc.actions.stand({self=self, pos=pos})
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-- Avoid all timer execution
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self.actions.action_timer_lock = true
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-- Reset timer so that it has some time after interaction is done
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self.actions.action_timer = 0
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-- Check if there are is an action executing
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if self.actions.current_action_state == npc.action_state.executing
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and self.freeze == false then
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-- Store the current action state
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self.actions.state_before_lock.action_state = self.actions.current_action_state
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-- Set current action state to interrupted
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self.actions.current_action_state = npc.action_state.interrupted
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end
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-- Store the current freeze variable
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self.actions.state_before_lock.freeze = self.freeze
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-- Freeze mobs_redo API
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self.freeze = false
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minetest.log("Locking")
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end
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function npc.unlock_actions(self)
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-- Allow timers to execute
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self.actions.action_timer_lock = false
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-- Restore the value of self.freeze
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self.freeze = self.actions.state_before_lock.freeze
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if table.getn(self.actions.queue) == 0 then
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-- Allow mobs_redo API to execute since action queue is empty
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self.freeze = true
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end
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minetest.log("Unlocked")
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end
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---------------------------------------------------------------------------------------
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-- Spawning functions
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@ -307,7 +385,7 @@ local function npc_spawn(self, pos)
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local ent = self:get_luaentity()
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-- Set name
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ent.nametag = ""
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ent.nametag = "Kio"
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-- Set ID
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ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
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@ -366,7 +444,7 @@ local function npc_spawn(self, pos)
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select_casual_trade_offers(ent)
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end
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-- Action queue
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-- Actions data
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ent.actions = {
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-- The queue is a queue of actions to be performed on each interval
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queue = {},
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@ -374,7 +452,20 @@ local function npc_spawn(self, pos)
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action_timer = 0,
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-- Determines the interval for each action in the action queue
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-- Default is 1. This can be changed via actions
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action_interval = 1
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action_interval = 1,
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-- Avoid the execution of the action timer
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action_timer_lock = false,
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-- Defines the state of the current action
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current_action_state = npc.action_state.none,
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-- Store information about action on state before lock
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state_before_lock = {
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-- State of the mobs_redo API
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freeze = false,
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-- State of execution
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action_state = npc.action_state.none,
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-- Action executed while on lock
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interrupted_action = {}
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}
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}
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-- This flag is checked on every step. If it is true, the rest of
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@ -396,7 +487,7 @@ local function npc_spawn(self, pos)
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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if nodes[1] ~= nil then
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npc.add_task(ent, npc.actions.walk_to_pos, {self=ent, end_pos=nodes[1], walkable={}})
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npc.actions.use_furnace(ent, nodes[1], "default:cobble 10", false)
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npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
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--npc.add_action(ent, npc.actions.sit, {self = ent})
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-- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- npc.add_action(ent, npc.actions.lay, {self = ent})
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@ -497,10 +588,14 @@ mobs:register_mob("advanced_npc:npc", {
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},
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on_rightclick = function(self, clicker)
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-- Rotate NPC toward its clicker
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npc.dialogue.rotate_npc_to_player(self)
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-- Get information from clicker
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local item = clicker:get_wielded_item()
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local name = clicker:get_player_name()
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minetest.log(dump(self))
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--minetest.log(dump(self))
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-- Receive gift or start chat. If player has no item in hand
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-- then it is going to start chat directly
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@ -511,6 +606,7 @@ mobs:register_mob("advanced_npc:npc", {
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-- Show dialogue to confirm that player is giving item as gift
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npc.dialogue.show_yes_no_dialogue(
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self,
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"Do you want to give "..item_name.." to "..self.nametag.."?",
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npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX..item_name,
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function()
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@ -576,19 +672,24 @@ mobs:register_mob("advanced_npc:npc", {
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end
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-- Action queue timer
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self.actions.action_timer = self.actions.action_timer + dtime
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if self.actions.action_timer >= self.actions.action_interval then
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-- Reset action timer
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self.actions.action_timer = 0
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-- Execute action
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self.freeze = npc.execute_action(self)
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-- Check if actions and timers aren't locked
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if self.actions.action_timer_lock == false then
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-- Increment action timer
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self.actions.action_timer = self.actions.action_timer + dtime
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if self.actions.action_timer >= self.actions.action_interval then
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minetest.log("Current action state = "..dump(self.actions.current_action_state))
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-- Reset action timer
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self.actions.action_timer = 0
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-- Execute action
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self.freeze = npc.execute_action(self)
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if self.freeze == nil and table.getn(self.actions.queue) > 0 then
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self.freeze = false
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if self.freeze == nil and table.getn(self.actions.queue) > 0 then
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self.freeze = false
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end
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end
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end
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end
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return self.freeze
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end
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})
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if fields then
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local player_response = npc.trade.results.single_trade_offer[player_name]
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-- Unlock the action timer
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npc.unlock_actions(player_response.npc)
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if fields.yes_option then
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npc.trade.perform_trade(player_response.npc, player_name, player_response.trade_offer)
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elseif fields.no_option then
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minetest.chat_send_player(player_name, "Talk to me if you change your mind!")
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end
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end
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end
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