Actions: Fully working 2D pathfinding code, including doors.
Added NPC actions so that it now closes doors after opening them. Fixed rotations for opening/closing doors and for reaching the goal point. Added full support to cottages mod gates and half doors. WIP: Support for cottages beds and sleeping mats.
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@ -76,29 +76,53 @@ function npc.actions.walk_step(args)
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elseif dir == npc.direction.west then
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vel = {x=-0.98, y=0, z=0}
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end
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set_animation(self, "walk")
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-- Rotate NPC
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npc.actions.rotate({self=self, dir=dir})
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-- Set velocity so that NPC walks
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self.object:setvelocity(vel)
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-- Set walk animation
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self.object:set_animation({
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x = npc.ANIMATION_WALK_START,
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y = npc.ANIMATION_WALK_END},
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self.animation.speed_normal, 0)
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end
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-- This action makes the NPC stand and remain like that
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function npc.actions.stand(args)
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local self = args.self
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local pos = args.pos
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local dir = args.dir
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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position given, set to that position
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if pos ~= nil then
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self.object:moveto(pos)
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end
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-- If dir given, set to that dir
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if dir ~= nil then
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npc.actions.rotate({self=self, dir=dir})
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end
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-- Set stand animation
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set_animation(self, "stand")
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self.object:set_animation({
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x = npc.ANIMATION_STAND_START,
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y = npc.ANIMATION_STAND_END},
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self.animation.speed_normal, 0)
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end
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-- This action makes the NPC sit on the node where it is
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function npc.actions.sit(args)
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local self = args.self
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local pos = args.pos
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local dir = args.dir
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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position give, set to that position
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-- If position given, set to that position
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if pos ~= nil then
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self.object:setpos(pos)
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self.object:moveto(pos)
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end
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-- If dir given, set to that dir
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if dir ~= nil then
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npc.actions.rotate({self=self, dir=dir})
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end
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-- Set sit animation
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self.object:set_animation({
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@ -115,7 +139,7 @@ function npc.actions.lay(args)
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position give, set to that position
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if pos ~= nil then
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self.object:setpos(pos)
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self.object:moveto(pos)
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end
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-- Set sit animation
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self.object:set_animation({
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@ -213,26 +237,37 @@ function npc.actions.check_external_inventory_contains_item(args)
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return inv:contains_item(inv_list, item)
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end
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function npc.actions.get_openable_node_state(node)
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-- TODO: Refactor this function so that it uses a table to check
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-- for doors instead of having separate logic for each door type
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function npc.actions.get_openable_node_state(node, npc_dir)
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minetest.log("Node name: "..dump(node.name))
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local state = npc.actions.const.doors.state.CLOSED
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-- Check for default doors and gates
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local a_i1, a_i2 = string.find(node.name, "_a")
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-- Check for cottages gates
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local open_i1, open_i2 = string.find(node.name, "_close")
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if a_i1 == nil and open_i1 == nil then
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-- Check for cottages half door
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local half_door_is_closed = false
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if node.name == "cottages:half_door" then
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half_door_is_closed = (node.param2 + 2) % 4 == npc_dir
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end
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if a_i1 == nil and open_i1 == nil and not half_door_is_closed then
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state = npc.actions.const.doors.state.OPEN
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end
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minetest.log("Door state: "..dump(state))
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return state
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end
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-- This function is used to open or close doors from
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-- that use the default doors mod
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-- This function is used to open or close openable nodes.
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-- Currently supported openable nodes are: any doors using the
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-- default doors API, and the cottages mod gates and doors.
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function npc.actions.use_door(args)
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local self = args.self
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local pos = args.pos
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local action = args.action
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local dir = args.dir
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local node = minetest.get_node(pos)
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local state = npc.actions.get_openable_node_state(node)
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local state = npc.actions.get_openable_node_state(node, dir)
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local clicker = self.object
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if action ~= state then
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@ -301,28 +336,48 @@ end
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-- This function makes the NPC lay or stand up from a bed. The
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-- pos is the location of the bed, action can be lay or get up
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function npc.actions.use_bed(self, pos, action)
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local param2 = minetest.get_node(pos)
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minetest.log(dump(param2))
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local dir = minetest.facedir_to_dir(param2.param2)
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local node = minetest.get_node(pos)
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minetest.log(dump(node))
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local dir = minetest.facedir_to_dir(node.param2)
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if action == npc.actions.const.beds.LAY then
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-- Calculate position (from beds mod)
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local bed_pos = {x = pos.x + dir.x / 2, y = pos.y + 1, z = pos.z + dir.z / 2}
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-- Sit down on bed
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npc.add_action(self, npc.actions.sit, {self=self})
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-- Rotate to the correct position
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npc.add_action(self, npc.actions.rotate, {self=self, dir=param2.param2 + 2 % 4})
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-- Get position
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local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos)
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-- Sit down on bed, rotate to correct direction
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npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos, dir=(node.param2 + 2) % 4})
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-- Lay down
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npc.add_action(self, npc.actions.lay, {self=self, pos=bed_pos})
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npc.add_action(self, npc.actions.lay, {self=self})
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else
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-- Calculate position to get up
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local bed_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
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-- Sit up
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npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos})
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-- Walk up from bed
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npc.add_action(self, npc.actions.walk_step, {self=self, dir=param2.param2 + 2 % 4})
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-- Stand
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npc.add_action(self, npc.actions.stand, {self=self})
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-- Initialize direction: Default is front of bottom of bed
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local dir = (node.param2 + 2) % 4
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-- Find empty node around node
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local empty_nodes = npc.places.find_node_orthogonally(bed_pos, {"air", "cottages:bench"}, -1)
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if empty_nodes ~= nil then
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-- Get direction to the empty node
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dir = npc.actions.get_direction(bed_pos, empty_nodes[1].pos)
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end
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-- Calculate position to get out of bed
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local pos_out_of_bed =
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{x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
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-- Account for benches if they are present to avoid standing over them
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if empty_nodes[1].name == "cottages:bench" then
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pos_out_of_bed = {x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
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if empty_nodes[1].param2 == 0 then
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pos_out_of_bed.z = pos_out_of_bed.z - 0.3
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elseif empty_nodes[1].param2 == 1 then
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pos_out_of_bed.x = pos_out_of_bed.x - 0.3
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elseif empty_nodes[1].param2 == 2 then
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pos_out_of_bed.z = pos_out_of_bed.z + 0.3
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elseif empty_nodes[1].param2 == 3 then
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pos_out_of_bed.x = pos_out_of_bed.x + 0.3
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end
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end
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-- Stand out of bed
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npc.add_action(self, npc.actions.stand, {self=self, pos=pos_out_of_bed, dir=dir})
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end
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end
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@ -387,36 +442,35 @@ function npc.actions.get_direction(v1, v2)
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end
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-- This function can be used to make the NPC walk from one
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-- position to another.
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function npc.actions.walk_to_pos(self, end_pos)
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-- position to another. If the optional parameter walkable_nodes
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-- is included, which is a table of node names, these nodes are
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-- going to be considered walkable for the algorithm to find a
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-- path.
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function npc.actions.walk_to_pos(self, end_pos, walkable_nodes)
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local start_pos = self.object:getpos()
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-- Set walkable nodes to empty if the parameter hasn't been used
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if walkable_nodes == nil then
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walkable_nodes = {}
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end
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-- Find path
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local path = pathfinder.find_path(start_pos, end_pos, 20)
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local path = pathfinder.find_path(start_pos, end_pos, 20, walkable_nodes)
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if path ~= nil then
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minetest.log("Found path to node: "..dump(end_pos))
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-- Add a first step
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--local dir = npc.actions.get_direction(start_pos, path[1].pos)
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--minetest.log("Start_pos: "..dump(start_pos)..", First path step: "..dump(path[1].pos))
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--minetest.log("Direction: "..dump(dir))
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--npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
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-- Add subsequent steps
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local door_opened = false
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-- Add steps to path
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for i = 1, #path do
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--minetest.log("Path: (i) "..dump(path[i])..": Path i+1 "..dump(path[i+1]))
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-- Do not add an extra step
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-- Do not add an extra step if reached the goal node
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if (i+1) == #path then
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-- Add direction to last node
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local dir = npc.actions.get_direction(path[i].pos, end_pos)
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-- Add stand animation at end
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npc.add_action(self, npc.actions.stand, {self = self})
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-- Rotate to face the end node
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npc.actions.rotate({self = self, dir = dir})
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npc.add_action(self, npc.actions.stand, {self = self, dir = dir})
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break
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end
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-- Get direction to move from path[i] to path[i+1]
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@ -425,12 +479,12 @@ function npc.actions.walk_to_pos(self, end_pos)
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if path[i+1].type == pathfinder.node_types.openable then
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-- Check if door is already open
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local node = minetest.get_node(path[i+1].pos)
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if npc.actions.get_openable_node_state(node) == npc.actions.const.doors.state.CLOSED then
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if npc.actions.get_openable_node_state(node, dir) == npc.actions.const.doors.state.CLOSED then
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minetest.log("Opening action to open door")
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-- Stop to open door, this avoids misplaced movements later on
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npc.add_action(self, npc.actions.stand, {self = self})
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npc.add_action(self, npc.actions.stand, {self=self, dir=dir})
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-- Open door
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npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, action=npc.actions.const.doors.action.OPEN})
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npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, dir=dir, action=npc.actions.const.doors.action.OPEN})
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door_opened = true
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end
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@ -440,7 +494,7 @@ function npc.actions.walk_to_pos(self, end_pos)
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if door_opened then
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-- Stop to close door, this avoids misplaced movements later on
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npc.add_action(self, npc.actions.stand, {self = self})
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npc.add_action(self, npc.actions.stand, {self=self, dir=(dir + 2)% 4})
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-- Close door
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npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE})
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