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:
zorman2000 2017-01-18 19:34:02 -05:00
parent e265bc283e
commit 60b847a02a
5 changed files with 169 additions and 37 deletions

View File

@ -42,8 +42,8 @@ __Phase 3__: Trading: In progress
- [ ] Dedicated traders are traders that, when talked to, always make buy and sell offers. They have a greater variety too.
- [ ] 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.
__Phase 4__: Actions: In progress
- [ ] NPCs should be able to use chests, furnaces, doors, beds and sit on "sittable" nodes (in progress)
__Phase 4__: Actions: Main functionality complete
- [x] NPCs should be able to use chests, furnaces, doors, beds and sit on "sittable" nodes (in progress)
- [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.
- [x] NPCs should have the ability to identify nodes that belong to him/her, and recall them/

View File

@ -55,6 +55,10 @@ pathfinder.nodes = {
-- of the Jumper library to find a path from start_pos to end_pos. The range is
-- an extra amount of nodes to search in both the x and z coordinates.
function pathfinder.find_path(start_pos, end_pos, range, walkable_nodes)
-- Check that start and end position are not the same
if start_pos.x == end_pos.x and start_pos.z == end_pos.z then
return nil
end
-- Set walkable nodes to empty if parameter wasn't used
if walkable_nodes == nil then
walkable_nodes = {}
@ -145,7 +149,8 @@ function pathfinder.create_map(start_pos, end_pos, extra_range, walkables)
local grid = {}
-- Loop through the area and classify nodes
for z = 1, math.abs(pos1.z - pos2.z) do
-- The +2 addition tries to ensure the loop runs at least one.
for z = 1, math.abs(pos1.z - pos2.z) + 2 do
local current_row = {}
for x = 1, math.abs(pos1.x - pos2.x) do
-- Calculate current position

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@ -55,12 +55,15 @@ function npc.dialogue.show_options_dialogue(self,
end
-- This function is used for showing a yes/no dialogue formspec
function npc.dialogue.show_yes_no_dialogue(prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
function npc.dialogue.show_yes_no_dialogue(self,
prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
npc.lock_actions(self)
local formspec = "size[7,3]"..
"label[0.5,0.1;"..prompt.."]"..
@ -69,6 +72,7 @@ function npc.dialogue.show_yes_no_dialogue(prompt,
-- Create entry into responses table
npc.dialogue.dialogue_results.yes_no_dialogue[player_name] = {
npc = self,
yes_callback = positive_callback,
no_callback = negative_callback
}
@ -176,9 +180,20 @@ end
-- This function processes a dialogue object and performs
-- actions depending on what is defined in the object
function npc.dialogue.process_dialogue(self, dialogue, player_name)
-- Freeze NPC actions
npc.lock_actions(self)
-- Send dialogue line
if dialogue.text then
minetest.chat_send_player(player_name, dialogue.text)
minetest.chat_send_player(player_name, self.nametag..": "..dialogue.text)
-- Check if dialogue has responses. If it doesn't, unlock the actions
-- queue and reset actions timer.'
minetest.log("Responses: "..dump(dialogue.responses))
minetest.log("Condition: "..dump(not dialogue.responses))
if not dialogue.responses then
npc.unlock_actions(self)
end
end
-- Check if there are responses, then show multi-option dialogue if there are
@ -196,7 +211,8 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
end
-----------------------------------------------------------------------------
-- Functions for rotating NPC to look at player (taken from the API itself)
-- Functions for rotating NPC to look at player
-- (taken from the mobs_redo API)
-----------------------------------------------------------------------------
local atan = function(x)
if x ~= x then
@ -206,8 +222,7 @@ local atan = function(x)
end
end
local function rotate_npc_to_player(self)
function npc.dialogue.rotate_npc_to_player(self)
local s = self.object:getpos()
local objs = minetest.get_objects_inside_radius(s, 4)
local lp = nil
@ -244,6 +259,10 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
if fields then
local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
if fields.yes_option then
player_response.yes_callback()
elseif fields.no_option then
@ -280,7 +299,7 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
npc.relationships.MARRIED_NPC_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
elseif player_response.is_casual_trade_dialogue == true then
-- Check if trade is casual buy or sell
if player_response.casual_trade_type == npc.trade.OFFER_BUY then
@ -288,14 +307,13 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
npc.trade.CASUAL_TRADE_BUY_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
elseif player_response.casual_trade_type == npc.trade.OFFER_SELL == true then
-- Get functions from casual sell dialogue
npc.trade.CASUAL_TRADE_SELL_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
.action(player_response.npc, player)
end
return
else
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
@ -304,7 +322,11 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
dialogues[player_response.options[i].dialogue_id]
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
end
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
end
end
return
end

139
npc.lua
View File

@ -27,6 +27,12 @@ npc.direction = {
west = 3
}
npc.action_state = {
none = 0,
executing = 1,
interrupted = 2
}
---------------------------------------------------------------------------------------
-- General functions
---------------------------------------------------------------------------------------
@ -203,8 +209,20 @@ end
-- This function removes the first action in the action queue
-- and then executes it
function npc.execute_action(self)
-- Check if an action was interrupted
if self.actions.current_action_state == npc.action_state.interrupted then
minetest.log("Inserting interrupted action: ")
-- Insert into queue the interrupted action
table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
-- Clear the action
self.actions.state_before_lock.interrupted_action = {}
-- Clear the position
self.actions.state_before_lock.pos = {}
end
local result = nil
if table.getn(self.actions.queue) == 0 then
-- Set state to none
self.actions.current_action_state = npc.action_state.none
-- Keep state the same if there are no more actions in actions queue
return self.freeze
end
@ -213,10 +231,10 @@ function npc.execute_action(self)
-- stack fashion
if action_obj.is_task == true then
minetest.log("Executing task")
-- Remove from queue
table.remove(self.actions.queue, 1)
-- Backup current queue
local backup_queue = self.actions.queue
-- Remove this "task" action from queue
table.remove(self.actions.queue, 1)
-- Clear queue
self.actions.queue = {}
-- Now, execute the task with its arguments
@ -226,17 +244,77 @@ function npc.execute_action(self)
for i = 1, #backup_queue do
table.insert(self.actions.queue, backup_queue[i])
end
minetest.log("New actions queue: "..dump(self))
else
minetest.log("Executing action")
-- Store the action that is being executed
self.actions.state_before_lock.interrupted_action = action_obj
-- Store current position
self.actions.state_before_lock.pos = self.object:getpos()
-- Execute action as normal
result = action_obj.action(action_obj.args)
-- Remove executed action from queue
-- Remove task
table.remove(self.actions.queue, 1)
-- Set state
self.actions.current_action_state = npc.action_state.executing
end
return result
end
function npc.lock_actions(self)
-- Avoid re-locking if already locked
if self.actions.action_timer_lock == true then
return
end
local pos = self.object:getpos()
if self.freeze == false then
-- Round current pos to avoid the NPC being stopped on positions
-- where later on can't walk to the correct positions
-- Choose which position is to be taken as start position
if self.actions.state_before_lock.pos ~= {} then
pos = vector.round(self.actions.state_before_lock.pos)
else
pos = vector.round(self.object:getpos())
end
pos.y = self.object:getpos().y
end
-- Stop NPC
npc.actions.stand({self=self, pos=pos})
-- Avoid all timer execution
self.actions.action_timer_lock = true
-- 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
and self.freeze == false then
-- Store the current action state
self.actions.state_before_lock.action_state = self.actions.current_action_state
-- Set current action state to interrupted
self.actions.current_action_state = npc.action_state.interrupted
end
-- Store the current freeze variable
self.actions.state_before_lock.freeze = self.freeze
-- Freeze mobs_redo API
self.freeze = false
minetest.log("Locking")
end
function npc.unlock_actions(self)
-- Allow timers to execute
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
end
minetest.log("Unlocked")
end
---------------------------------------------------------------------------------------
-- Spawning functions
@ -307,7 +385,7 @@ local function npc_spawn(self, pos)
local ent = self:get_luaentity()
-- Set name
ent.nametag = ""
ent.nametag = "Kio"
-- Set ID
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
@ -366,7 +444,7 @@ local function npc_spawn(self, pos)
select_casual_trade_offers(ent)
end
-- Action queue
-- Actions data
ent.actions = {
-- The queue is a queue of actions to be performed on each interval
queue = {},
@ -374,7 +452,20 @@ local function npc_spawn(self, pos)
action_timer = 0,
-- Determines the interval for each action in the action queue
-- Default is 1. This can be changed via actions
action_interval = 1
action_interval = 1,
-- Avoid the execution of the action timer
action_timer_lock = false,
-- Defines the state of the current action
current_action_state = npc.action_state.none,
-- Store information about action on state before lock
state_before_lock = {
-- State of the mobs_redo API
freeze = false,
-- State of execution
action_state = npc.action_state.none,
-- Action executed while on lock
interrupted_action = {}
}
}
-- This flag is checked on every step. If it is true, the rest of
@ -396,7 +487,7 @@ local function npc_spawn(self, pos)
--npc.add_action(ent, npc.actions.stand, {self = ent})
if nodes[1] ~= nil then
npc.add_task(ent, npc.actions.walk_to_pos, {self=ent, end_pos=nodes[1], walkable={}})
npc.actions.use_furnace(ent, nodes[1], "default:cobble 10", false)
npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
--npc.add_action(ent, npc.actions.sit, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
@ -497,10 +588,14 @@ mobs:register_mob("advanced_npc:npc", {
},
on_rightclick = function(self, clicker)
-- Rotate NPC toward its clicker
npc.dialogue.rotate_npc_to_player(self)
-- Get information from clicker
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
minetest.log(dump(self))
--minetest.log(dump(self))
-- Receive gift or start chat. If player has no item in hand
-- then it is going to start chat directly
@ -511,6 +606,7 @@ mobs:register_mob("advanced_npc:npc", {
-- Show dialogue to confirm that player is giving item as gift
npc.dialogue.show_yes_no_dialogue(
self,
"Do you want to give "..item_name.." to "..self.nametag.."?",
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX..item_name,
function()
@ -576,19 +672,24 @@ mobs:register_mob("advanced_npc:npc", {
end
-- Action queue timer
self.actions.action_timer = self.actions.action_timer + dtime
if self.actions.action_timer >= self.actions.action_interval then
-- Reset action timer
self.actions.action_timer = 0
-- Execute action
self.freeze = npc.execute_action(self)
-- Check if actions and timers aren't locked
if self.actions.action_timer_lock == false then
-- Increment action timer
self.actions.action_timer = self.actions.action_timer + dtime
if self.actions.action_timer >= self.actions.action_interval then
minetest.log("Current action state = "..dump(self.actions.current_action_state))
-- Reset action timer
self.actions.action_timer = 0
-- Execute action
self.freeze = npc.execute_action(self)
if self.freeze == nil and table.getn(self.actions.queue) > 0 then
self.freeze = false
if self.freeze == nil and table.getn(self.actions.queue) > 0 then
self.freeze = false
end
end
end
end
return self.freeze
end
})

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@ -258,11 +258,15 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
if fields then
local player_response = npc.trade.results.single_trade_offer[player_name]
-- Unlock the action timer
npc.unlock_actions(player_response.npc)
if fields.yes_option then
npc.trade.perform_trade(player_response.npc, player_name, player_response.trade_offer)
elseif fields.no_option then
minetest.chat_send_player(player_name, "Talk to me if you change your mind!")
end
end
end