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.
This commit is contained in:
zorman2000 2017-01-09 11:34:38 -05:00
parent 49cdae423f
commit 641bdd8874
6 changed files with 162 additions and 53 deletions

View File

@ -76,29 +76,53 @@ function npc.actions.walk_step(args)
elseif dir == npc.direction.west then elseif dir == npc.direction.west then
vel = {x=-0.98, y=0, z=0} vel = {x=-0.98, y=0, z=0}
end end
set_animation(self, "walk") -- Rotate NPC
npc.actions.rotate({self=self, dir=dir}) npc.actions.rotate({self=self, dir=dir})
-- Set velocity so that NPC walks
self.object:setvelocity(vel) self.object:setvelocity(vel)
-- Set walk animation
self.object:set_animation({
x = npc.ANIMATION_WALK_START,
y = npc.ANIMATION_WALK_END},
self.animation.speed_normal, 0)
end end
-- This action makes the NPC stand and remain like that -- This action makes the NPC stand and remain like that
function npc.actions.stand(args) function npc.actions.stand(args)
local self = args.self local self = args.self
local pos = args.pos
local dir = args.dir
-- Stop NPC -- Stop NPC
self.object:setvelocity({x=0, y=0, z=0}) self.object:setvelocity({x=0, y=0, z=0})
-- If position given, set to that position
if pos ~= nil then
self.object:moveto(pos)
end
-- If dir given, set to that dir
if dir ~= nil then
npc.actions.rotate({self=self, dir=dir})
end
-- Set stand animation -- Set stand animation
set_animation(self, "stand") self.object:set_animation({
x = npc.ANIMATION_STAND_START,
y = npc.ANIMATION_STAND_END},
self.animation.speed_normal, 0)
end end
-- This action makes the NPC sit on the node where it is -- This action makes the NPC sit on the node where it is
function npc.actions.sit(args) function npc.actions.sit(args)
local self = args.self local self = args.self
local pos = args.pos local pos = args.pos
local dir = args.dir
-- Stop NPC -- Stop NPC
self.object:setvelocity({x=0, y=0, z=0}) self.object:setvelocity({x=0, y=0, z=0})
-- If position give, set to that position -- If position given, set to that position
if pos ~= nil then if pos ~= nil then
self.object:setpos(pos) self.object:moveto(pos)
end
-- If dir given, set to that dir
if dir ~= nil then
npc.actions.rotate({self=self, dir=dir})
end end
-- Set sit animation -- Set sit animation
self.object:set_animation({ self.object:set_animation({
@ -115,7 +139,7 @@ function npc.actions.lay(args)
self.object:setvelocity({x=0, y=0, z=0}) self.object:setvelocity({x=0, y=0, z=0})
-- If position give, set to that position -- If position give, set to that position
if pos ~= nil then if pos ~= nil then
self.object:setpos(pos) self.object:moveto(pos)
end end
-- Set sit animation -- Set sit animation
self.object:set_animation({ self.object:set_animation({
@ -213,26 +237,37 @@ function npc.actions.check_external_inventory_contains_item(args)
return inv:contains_item(inv_list, item) return inv:contains_item(inv_list, item)
end end
function npc.actions.get_openable_node_state(node) -- TODO: Refactor this function so that it uses a table to check
-- for doors instead of having separate logic for each door type
function npc.actions.get_openable_node_state(node, npc_dir)
minetest.log("Node name: "..dump(node.name)) minetest.log("Node name: "..dump(node.name))
local state = npc.actions.const.doors.state.CLOSED local state = npc.actions.const.doors.state.CLOSED
-- Check for default doors and gates
local a_i1, a_i2 = string.find(node.name, "_a") local a_i1, a_i2 = string.find(node.name, "_a")
-- Check for cottages gates
local open_i1, open_i2 = string.find(node.name, "_close") local open_i1, open_i2 = string.find(node.name, "_close")
if a_i1 == nil and open_i1 == nil then -- Check for cottages half door
local half_door_is_closed = false
if node.name == "cottages:half_door" then
half_door_is_closed = (node.param2 + 2) % 4 == npc_dir
end
if a_i1 == nil and open_i1 == nil and not half_door_is_closed then
state = npc.actions.const.doors.state.OPEN state = npc.actions.const.doors.state.OPEN
end end
minetest.log("Door state: "..dump(state)) minetest.log("Door state: "..dump(state))
return state return state
end end
-- This function is used to open or close doors from -- This function is used to open or close openable nodes.
-- that use the default doors mod -- Currently supported openable nodes are: any doors using the
-- default doors API, and the cottages mod gates and doors.
function npc.actions.use_door(args) function npc.actions.use_door(args)
local self = args.self local self = args.self
local pos = args.pos local pos = args.pos
local action = args.action local action = args.action
local dir = args.dir
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
local state = npc.actions.get_openable_node_state(node) local state = npc.actions.get_openable_node_state(node, dir)
local clicker = self.object local clicker = self.object
if action ~= state then if action ~= state then
@ -301,28 +336,48 @@ end
-- This function makes the NPC lay or stand up from a bed. The -- This function makes the NPC lay or stand up from a bed. The
-- pos is the location of the bed, action can be lay or get up -- pos is the location of the bed, action can be lay or get up
function npc.actions.use_bed(self, pos, action) function npc.actions.use_bed(self, pos, action)
local param2 = minetest.get_node(pos) local node = minetest.get_node(pos)
minetest.log(dump(param2)) minetest.log(dump(node))
local dir = minetest.facedir_to_dir(param2.param2) local dir = minetest.facedir_to_dir(node.param2)
if action == npc.actions.const.beds.LAY then if action == npc.actions.const.beds.LAY then
-- Calculate position (from beds mod) -- Get position
local bed_pos = {x = pos.x + dir.x / 2, y = pos.y + 1, z = pos.z + dir.z / 2} local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos)
-- Sit down on bed -- Sit down on bed, rotate to correct direction
npc.add_action(self, npc.actions.sit, {self=self}) npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos, dir=(node.param2 + 2) % 4})
-- Rotate to the correct position
npc.add_action(self, npc.actions.rotate, {self=self, dir=param2.param2 + 2 % 4})
-- Lay down -- Lay down
npc.add_action(self, npc.actions.lay, {self=self, pos=bed_pos}) npc.add_action(self, npc.actions.lay, {self=self})
else else
-- Calculate position to get up -- Calculate position to get up
local bed_pos = {x = pos.x, y = pos.y + 1, z = pos.z} local bed_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
-- Sit up -- Sit up
npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos}) npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos})
-- Walk up from bed -- Initialize direction: Default is front of bottom of bed
npc.add_action(self, npc.actions.walk_step, {self=self, dir=param2.param2 + 2 % 4}) local dir = (node.param2 + 2) % 4
-- Stand -- Find empty node around node
npc.add_action(self, npc.actions.stand, {self=self}) local empty_nodes = npc.places.find_node_orthogonally(bed_pos, {"air", "cottages:bench"}, -1)
if empty_nodes ~= nil then
-- Get direction to the empty node
dir = npc.actions.get_direction(bed_pos, empty_nodes[1].pos)
end
-- Calculate position to get out of bed
local pos_out_of_bed =
{x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
-- Account for benches if they are present to avoid standing over them
if empty_nodes[1].name == "cottages:bench" then
pos_out_of_bed = {x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
if empty_nodes[1].param2 == 0 then
pos_out_of_bed.z = pos_out_of_bed.z - 0.3
elseif empty_nodes[1].param2 == 1 then
pos_out_of_bed.x = pos_out_of_bed.x - 0.3
elseif empty_nodes[1].param2 == 2 then
pos_out_of_bed.z = pos_out_of_bed.z + 0.3
elseif empty_nodes[1].param2 == 3 then
pos_out_of_bed.x = pos_out_of_bed.x + 0.3
end
end
-- Stand out of bed
npc.add_action(self, npc.actions.stand, {self=self, pos=pos_out_of_bed, dir=dir})
end end
end end
@ -387,36 +442,35 @@ function npc.actions.get_direction(v1, v2)
end end
-- This function can be used to make the NPC walk from one -- This function can be used to make the NPC walk from one
-- position to another. -- position to another. If the optional parameter walkable_nodes
function npc.actions.walk_to_pos(self, end_pos) -- is included, which is a table of node names, these nodes are
-- going to be considered walkable for the algorithm to find a
-- path.
function npc.actions.walk_to_pos(self, end_pos, walkable_nodes)
local start_pos = self.object:getpos() local start_pos = self.object:getpos()
-- Set walkable nodes to empty if the parameter hasn't been used
if walkable_nodes == nil then
walkable_nodes = {}
end
-- Find path -- Find path
local path = pathfinder.find_path(start_pos, end_pos, 20) local path = pathfinder.find_path(start_pos, end_pos, 20, walkable_nodes)
if path ~= nil then if path ~= nil then
minetest.log("Found path to node: "..dump(end_pos)) minetest.log("Found path to node: "..dump(end_pos))
-- Add a first step
--local dir = npc.actions.get_direction(start_pos, path[1].pos)
--minetest.log("Start_pos: "..dump(start_pos)..", First path step: "..dump(path[1].pos))
--minetest.log("Direction: "..dump(dir))
--npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
-- Add subsequent steps
local door_opened = false local door_opened = false
-- Add steps to path
for i = 1, #path do for i = 1, #path do
--minetest.log("Path: (i) "..dump(path[i])..": Path i+1 "..dump(path[i+1])) -- Do not add an extra step if reached the goal node
-- Do not add an extra step
if (i+1) == #path then if (i+1) == #path then
-- Add direction to last node -- Add direction to last node
local dir = npc.actions.get_direction(path[i].pos, end_pos) local dir = npc.actions.get_direction(path[i].pos, end_pos)
-- Add stand animation at end -- Add stand animation at end
npc.add_action(self, npc.actions.stand, {self = self}) npc.add_action(self, npc.actions.stand, {self = self, dir = dir})
-- Rotate to face the end node
npc.actions.rotate({self = self, dir = dir})
break break
end end
-- Get direction to move from path[i] to path[i+1] -- Get direction to move from path[i] to path[i+1]
@ -425,12 +479,12 @@ function npc.actions.walk_to_pos(self, end_pos)
if path[i+1].type == pathfinder.node_types.openable then if path[i+1].type == pathfinder.node_types.openable then
-- Check if door is already open -- Check if door is already open
local node = minetest.get_node(path[i+1].pos) local node = minetest.get_node(path[i+1].pos)
if npc.actions.get_openable_node_state(node) == npc.actions.const.doors.state.CLOSED then if npc.actions.get_openable_node_state(node, dir) == npc.actions.const.doors.state.CLOSED then
minetest.log("Opening action to open door") minetest.log("Opening action to open door")
-- Stop to open door, this avoids misplaced movements later on -- Stop to open door, this avoids misplaced movements later on
npc.add_action(self, npc.actions.stand, {self = self}) npc.add_action(self, npc.actions.stand, {self=self, dir=dir})
-- Open door -- Open door
npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, action=npc.actions.const.doors.action.OPEN}) npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, dir=dir, action=npc.actions.const.doors.action.OPEN})
door_opened = true door_opened = true
end end
@ -440,7 +494,7 @@ function npc.actions.walk_to_pos(self, end_pos)
if door_opened then if door_opened then
-- Stop to close door, this avoids misplaced movements later on -- Stop to close door, this avoids misplaced movements later on
npc.add_action(self, npc.actions.stand, {self = self}) npc.add_action(self, npc.actions.stand, {self=self, dir=(dir + 2)% 4})
-- Close door -- Close door
npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE}) 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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@ -0,0 +1,25 @@
-- Node functionality for actions by Zorman2000
-- In this script, some functionality and information required for nodes
-- to be used correctly by an NPC is described.
-- Attempt to keep a register of how to use some nodes
npc.actions.nodes = {
doors = {},
beds = {},
sittable = {}
}
-- Register default beds. Always register bottom node only
npc.actions.nodes.beds["beds:bed_bottom"] = {
get_lay_pos = function(pos)
return {x = pos.x + dir.x / 2, y = pos.y + 1, z = pos.z + dir.z / 2}
end
}
npc.actions.nodes.beds["beds:fancy_bed_bottom"] = {
get_lay_pos = function(pos)
return {x = pos.x + dir.x / 2, y = pos.y + 1, z = pos.z + dir.z / 2}
end
}
npc.actions.nodes.beds[""]

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@ -54,9 +54,13 @@ pathfinder.nodes = {
-- This function uses the mapping functions and the A* algorithm implementation -- This function uses the mapping functions and the A* algorithm implementation
-- of the Jumper library to find a path from start_pos to end_pos. The range is -- 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. -- an extra amount of nodes to search in both the x and z coordinates.
function pathfinder.find_path(start_pos, end_pos, range) function pathfinder.find_path(start_pos, end_pos, range, walkable_nodes)
-- Set walkable nodes to empty if parameter wasn't used
if walkable_nodes == nil then
walkable_nodes = {}
end
-- Map the Minetest area to a 2D array -- Map the Minetest area to a 2D array
local map = pathfinder.create_map(start_pos, end_pos, range, {}) local map = pathfinder.create_map(start_pos, end_pos, range, walkable_nodes)
-- Find start and end positions -- Find start and end positions
local pos = pathfinder.find_start_and_end_pos(map) local pos = pathfinder.find_start_and_end_pos(map)
-- Normalize the map -- Normalize the map
@ -67,7 +71,7 @@ function pathfinder.find_path(start_pos, end_pos, range)
local walkable = 0 local walkable = 0
-- Pathfinder object using A* algorithm -- Pathfinder object using A* algorithm
local finder = Pathfinder(grid_object, 'ASTAR', walkable) local finder = Pathfinder(grid_object, "ASTAR", walkable)
-- Set orthogonal mode meaning it will not move in diagonal directions -- Set orthogonal mode meaning it will not move in diagonal directions
finder:setMode("ORTHOGONAL") finder:setMode("ORTHOGONAL")

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@ -69,7 +69,7 @@ end
-- This function searches on a squared are of the given radius -- This function searches on a squared are of the given radius
-- for nodes of the given type. The type should be npc.places.nodes -- for nodes of the given type. The type should be npc.places.nodes
function npc.places.find_new_nearby(self, type, radius) function npc.places.find_node_nearby(self, type, radius)
-- Get current pos -- Get current pos
local current_pos = self.object:getpos() local current_pos = self.object:getpos()
-- Determine area points -- Determine area points
@ -81,7 +81,28 @@ function npc.places.find_new_nearby(self, type, radius)
return nodes return nodes
end end
function npc.places.find_in_area(start_pos, end_pos, type) -- TODO: This function can be improved to support a radius greater than 1.
function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
-- Calculate orthogonal points
local points = {}
table.insert(points, {x=pos.x+1,y=pos.y+y_adjustment,z=pos.z})
table.insert(points, {x=pos.x-1,y=pos.y+y_adjustment,z=pos.z})
table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z+1})
table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z-1})
local result = {}
for _,point in pairs(points) do
local node = minetest.get_node(point)
minetest.log("Found node: "..dump(node)..", at pos: "..dump(point))
for _,node_name in pairs(nodes) do
if node.name == node_name then
table.insert(result, {name=node.name, pos=point, param2=node.param2})
end
end
end
return result
end
function npc.places.find_node_in_area(start_pos, end_pos, type)
local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type) local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
return nodes return nodes
end end

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@ -33,5 +33,6 @@ dofile(path .. "/trade/prices.lua")
dofile(path .. "/actions/actions.lua") dofile(path .. "/actions/actions.lua")
dofile(path .. "/actions/places.lua") dofile(path .. "/actions/places.lua")
dofile(path .. "/actions/pathfinder.lua") dofile(path .. "/actions/pathfinder.lua")
dofile(path .. "/actions/node_registry.lua")
print (S("[Mod] Advanced NPC loaded")) print (S("[Mod] Advanced NPC loaded"))

14
npc.lua
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@ -11,10 +11,14 @@ npc.MALE = "male"
npc.INVENTORY_ITEM_MAX_STACK = 99 npc.INVENTORY_ITEM_MAX_STACK = 99
npc.ANIMATION_STAND_START = 0
npc.ANIMATION_STAND_END = 79
npc.ANIMATION_SIT_START = 81 npc.ANIMATION_SIT_START = 81
npc.ANIMATION_SIT_END = 160 npc.ANIMATION_SIT_END = 160
npc.ANIMATION_LAY_START = 162 npc.ANIMATION_LAY_START = 162
npc.ANIMATION_LAY_END = 166 npc.ANIMATION_LAY_END = 166
npc.ANIMATION_WALK_START = 168
npc.ANIMATION_WALK_END = 187
npc.direction = { npc.direction = {
north = 0, north = 0,
@ -346,7 +350,7 @@ local function npc_spawn(self, pos)
ent.places_map = {} ent.places_map = {}
-- Temporary initialization of actions for testing -- Temporary initialization of actions for testing
local nodes = npc.places.find_new_nearby(ent, {"cottages:tub"}, 30) local nodes = npc.places.find_node_nearby(ent, {"beds:bed_bottom"}, 30)
minetest.log("Found nodes: "..dump(nodes)) minetest.log("Found nodes: "..dump(nodes))
--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20) --local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
@ -354,13 +358,13 @@ local function npc_spawn(self, pos)
--npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN}) --npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN})
--npc.add_action(ent, npc.actions.stand, {self = ent}) --npc.add_action(ent, npc.actions.stand, {self = ent})
--npc.add_action(ent, npc.actions.stand, {self = ent}) --npc.add_action(ent, npc.actions.stand, {self = ent})
npc.actions.walk_to_pos(ent, nodes[1]) npc.actions.walk_to_pos(ent, nodes[1], {"cottages:bench"})
--npc.actions.use_bed(ent, nodes[1], npc.actions.const.beds.LAY) npc.actions.use_bed(ent, nodes[1], npc.actions.const.beds.LAY)
npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent}) -- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent}) -- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent}) -- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent}) npc.actions.use_bed(ent, nodes[1], npc.actions.const.beds.GET_UP)
--npc.actions.use_bed(ent, nodes[1], npc.actions.const.beds.GET_UP)
-- npc.add_action(ent, npc.action.stand, {self = ent}) -- npc.add_action(ent, npc.action.stand, {self = ent})