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

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
})