Actions: Replace "action" for "command".

Add declarative and control commands comments and function signature (no implementation yet).
This commit is contained in:
Hector Franqui 2018-01-09 19:04:51 -05:00
parent 221cfa3105
commit 9125aa334a

View File

@ -1,21 +1,21 @@
-- Actions code for Advanced NPC by Zorman2000
-- Commands code for Advanced NPC by Zorman2000
---------------------------------------------------------------------------------------
-- Action functionality
-- Command functionality
---------------------------------------------------------------------------------------
-- The NPCs will be able to perform six fundamental actions that will allow
-- The NPCs will be able to perform six fundamental commands that will allow
-- for them to perform any other kind of interaction in the world. These
-- fundamental actions are: place a node, dig a node, put items on an inventory,
-- fundamental commands are: place a node, dig a node, put items on an inventory,
-- take items from an inventory, find a node closeby (radius 3) and
-- walk a step on specific direction. These actions will be set on an action queue.
-- walk a step on specific direction. These commands will be set on an command queue.
-- The queue will have the specific steps, in order, for the NPC to be able to do
-- something (example, go to a specific place and put a chest there). The
-- fundamental actions are added to the action queue to make a complete task for the NPC.
-- fundamental commands are added to the command queue to make a complete task for the NPC.
npc.actions = {}
npc.commands = {}
npc.actions.default_interval = 1
npc.commands.default_interval = 1
npc.actions.dir_data = {
npc.commands.dir_data = {
-- North
[0] = {
yaw = 0,
@ -58,10 +58,10 @@ npc.actions.dir_data = {
}
}
-- Describes actions with doors or openable nodes
npc.actions.const = {
-- Describes commands with doors or openable nodes
npc.commands.const = {
doors = {
action = {
command = {
OPEN = 1,
CLOSE = 2
},
@ -80,7 +80,13 @@ npc.actions.const = {
}
}
npc.actions.cmd = {
npc.commands.internal_values = {
POS = "self_pos",
-- Note: The following is by mobs_redo.
STANDING_IN = "node_standing_in"
}
npc.commands.cmd = {
SET_INTERVAL = 0,
FREEZE = 1,
ROTATE = 2,
@ -100,16 +106,16 @@ npc.actions.cmd = {
PLACE = 16
}
--npc.actions.one_nps_speed = 0.98
--npc.actions.one_half_nps_speed = 1.40
--npc.actions.two_nps_speed = 1.90'
npc.actions.one_nps_speed = 1
npc.actions.one_half_nps_speed = 1.5
npc.actions.two_nps_speed = 2
--npc.commands.one_nps_speed = 0.98
--npc.commands.one_half_nps_speed = 1.40
--npc.commands.two_nps_speed = 1.90'
npc.commands.one_nps_speed = 1
npc.commands.one_half_nps_speed = 1.5
npc.commands.two_nps_speed = 2
npc.actions.take_from_inventory = "take_from_inventory"
npc.actions.take_from_inventory_forced = "take_from_inventory_forced"
npc.actions.force_place = "force_place"
npc.commands.take_from_inventory = "take_from_inventory"
npc.commands.take_from_inventory_forced = "take_from_inventory_forced"
npc.commands.force_place = "force_place"
--------------
-- Executor --
@ -120,100 +126,207 @@ npc.actions.force_place = "force_place"
-- Using constants to refer to each method of this API and a function that
-- understands those constants and executes the proper function is the way to avoid
-- this frequent crashes.
function npc.actions.execute(self, command, args)
if command == npc.actions.cmd.SET_INTERVAL then
function npc.commands.execute(self, command, args)
if command == npc.commands.cmd.SET_INTERVAL then
--
return npc.actions.set_interval(self, args)
elseif command == npc.actions.cmd.FREEZE then
return npc.commands.set_interval(self, args)
elseif command == npc.commands.cmd.FREEZE then
--
return npc.actions.freeze(self, args)
elseif command == npc.actions.cmd.ROTATE then
return npc.commands.freeze(self, args)
elseif command == npc.commands.cmd.ROTATE then
--
return npc.actions.rotate(self, args)
elseif command == npc.actions.cmd.WALK_STEP then
return npc.commands.rotate(self, args)
elseif command == npc.commands.cmd.WALK_STEP then
--
return npc.actions.walk_step(self, args)
elseif command == npc.actions.cmd.STAND then
return npc.commands.walk_step(self, args)
elseif command == npc.commands.cmd.STAND then
--
return npc.actions.stand(self, args)
elseif command == npc.actions.cmd.SIT then
return npc.commands.stand(self, args)
elseif command == npc.commands.cmd.SIT then
--
return npc.actions.sit(self, args)
elseif command == npc.actions.cmd.LAY then
return npc.commands.sit(self, args)
elseif command == npc.commands.cmd.LAY then
--
return npc.actions.lay(self, args)
elseif command == npc.actions.cmd.PUT_ITEM then
return npc.commands.lay(self, args)
elseif command == npc.commands.cmd.PUT_ITEM then
--
return npc.actions.put_item_on_external_inventory(self, args)
elseif command == npc.actions.cmd.TAKE_ITEM then
return npc.commands.put_item_on_external_inventory(self, args)
elseif command == npc.commands.cmd.TAKE_ITEM then
--
return npc.actions.take_item_from_external_inventory(self, args)
elseif command == npc.actions.cmd.CHECK_ITEM then
return npc.commands.take_item_from_external_inventory(self, args)
elseif command == npc.commands.cmd.CHECK_ITEM then
--
return npc.actions.check_external_inventory_contains_item(self, args)
elseif command == npc.actions.cmd.USE_OPENABLE then
return npc.commands.check_external_inventory_contains_item(self, args)
elseif command == npc.commands.cmd.USE_OPENABLE then
--
return npc.actions.use_openable(self, args)
elseif command == npc.actions.cmd.USE_FURNACE then
return npc.commands.use_openable(self, args)
elseif command == npc.commands.cmd.USE_FURNACE then
--
return npc.actions.use_furnace(self, args)
elseif command == npc.actions.cmd.USE_BED then
return npc.commands.use_furnace(self, args)
elseif command == npc.commands.cmd.USE_BED then
--
return npc.actions.use_bed(self, args)
elseif command == npc.actions.cmd.USE_SITTABLE then
return npc.commands.use_bed(self, args)
elseif command == npc.commands.cmd.USE_SITTABLE then
-- Call use sittable task
return npc.actions.use_sittable(self, args)
elseif command == npc.actions.cmd.WALK_TO_POS then
return npc.commands.use_sittable(self, args)
elseif command == npc.commands.cmd.WALK_TO_POS then
-- Call walk to position task
--minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
return npc.actions.walk_to_pos(self, args)
elseif command == npc.actions.cmd.DIG then
-- Call dig node action
return npc.actions.dig(self, args)
elseif command == npc.actions.cmd.PLACE then
-- Call place node action
return npc.actions.place(self, args)
return npc.commands.walk_to_pos(self, args)
elseif command == npc.commands.cmd.DIG then
-- Call dig node command
return npc.commands.dig(self, args)
elseif command == npc.commands.cmd.PLACE then
-- Call place node command
return npc.commands.place(self, args)
end
end
-- TODO: Thanks to executor function, all the functions for Actions and Tasks
-- TODO: Thanks to executor function, all the functions for Commands and Tasks
-- should be made into private API
---------------------------------------------------------------------------------------
-- Actions
-- Commands
---------------------------------------------------------------------------------------
-- The following action alters the timer interval for executing actions, therefore
-- making waits and pauses possible, or increase timing when some actions want to
--------------------------
-- Declarative commands --
--------------------------
-- These commands declare, assign and fetch variable values
-- This command sets the value of a variable in the execution context.
-- If the variable doesn't exists, then it creates the variable and
-- sets its value.
-- Arguments:
-- - key: variable name
-- - value: variable value
-- Returns: Nothing
function npc.commands.set_var(self, args)
end
-- This command returns the value of a variable in the execution context.
-- If the variable doesn't exists, returns nil.
-- Arguments:
-- - key: variable name
-- Returns: variable value if found, nil otherwise
function npc.commands.get_var(self, args)
end
-- This command returns the value of an internal NPC variable.
-- These variables are the self.* variables, limited for security
-- purposes. The list of retrievable values is defined in
-- npc.commands.internal_values.*
-- Arguments:
-- - key: internal value as specified in npc.commands.internal_values.*
-- Returns: internal value
function npc.commands.get_internal_var(self, args)
local key = args.key
if key then
if key == npc.commands.internal_values.POS then
return self.object:getpos()
elseif key == npc.commands.internal_values.STANDING_IN then
return self.standing_in
end
end
end
-----------------------
-- Control commands --
-----------------------
-- The following command alters the timer interval for executing commands, therefore
-- making waits and pauses possible, or increase timing when some commands want to
-- be performed faster, like walking.
function npc.actions.set_interval(self, args)
function npc.commands.set_interval(self, args)
local self_actions = args.self_actions
local new_interval = args.interval
local freeze_mobs_api = args.freeze
self.actions.action_interval = new_interval
self.commands.action_interval = new_interval
return not freeze_mobs_api
end
-- The following action is for allowing the rest of mobs redo API to be executed
-- after this action ends. This is useful for times when no action is needed
-- The following command is for allowing the rest of mobs redo API to be executed
-- after this command ends. This is useful for times when no command is needed
-- and the NPC is allowed to roam freely.
function npc.actions.freeze(self, args)
function npc.commands.freeze(self, args)
local freeze_mobs_api = args.freeze
local disable_rightclick = args.disable_rightclick
if disable_rightclick ~= nil then
npc.log("INFO", "Enabling interactions for NPC "..self.npc_name..": "..dump(not(disable_rightclick)))
self.enable_rightclick_interaction = not(disable_rightclick)
end
-- minetest.log("Received: "..dump(freeze_mobs_api))
-- minetest.log("Returning: "..dump(not(freeze_mobs_api)))
return not(freeze_mobs_api)
end
-- This action digs the node at the given position
-- This command allows the conditional execution of two array of commands
-- depending on the evaluation of a certain condition. This is the typical
-- if-else statement of a programming language. If-else can be nested.
-- Arguments:
-- - `condition`: Lua boolean expression, any expression or value that evaluates
-- to either `true` or `false`.
-- - `true_commands`: an array of commands to be executed when the condition
-- evaluates to `true`
-- - `false_commands`: an array of commands to be executed when the condition
-- evaluates to `false`
function npc.commands.if_else(self, args)
end
-- This command works as the types of loops, depending on the arguments
-- given. It can work as a while, a for and a for-each loop. Loops can
-- be nested.
-- While-loop arguments:
-- - `name`: string, a key-name for this loop. Default is nil. If given,
-- it gives access to the number of times the loop has executed.
-- - `condition`: boolean, the loop will be executed as long as this condition
-- evaluates to `true`
-- - `commands`: array, array of commands to be executed during the loop
--
-- For-loop arguments:
-- - `name`: string, a key-name for this loop. Default is `nil`. If given, it
-- gives access to the number of times this loop has executed.
-- - `initial_value`: integer, the starting value of the for-loop. If left
-- blank, default value is `1`.
-- - `condition`: boolean, the loop will be executed as long as this condition
-- evaluates to `true`.
-- - `modifier`: function, the loop will execute this modifier at the end of
-- every iteration. If left blank, default is: initial_value + 1
-- - `commands`: array, array of commands to be executed during the loop
--
-- Both of these loops store how many times they have been executed. To
-- access it, it is required to give pass the argument `name`. Then the
-- value will be stored on the execution context and the value retrievable
-- with `npc.commands.get_context(key)`, where `key` is the `name` argument.
--
-- For-each-loop arguments:
-- - `name`: string, a key-name for this loop. Default is `nil`. If given, it
-- gives access to the number of times this loop has executed and the current
-- value of the array/table being evaluated.
-- - `iterable`: array or table of key-value pairs, this is an iterable array
-- or table for which the loop will execute commands at every element in the
-- iterable array/table.
-- - `commands`: array, array of commands to be executed during the loop
-- To get the current element being iterated in a for-each loop, you need to define
-- the `name` argument. Then, the value will be stored in the execution context and
-- will be retrievable with `npc.commands.get_context(key)`. It will return a table
-- like this: {loop_count = x, current_value = y}
function npc.commands.loop(self, args)
end
-------------------------
-- Interaction commands --
-------------------------
-- This command digs the node at the given position
-- If 'add_to_inventory' is true, it will put the digged node in the NPC
-- inventory.
-- Returns true if dig is successful, otherwise false
function npc.actions.dig(self, args)
function npc.commands.dig(self, args)
local pos = args.pos
local add_to_inventory = args.add_to_inventory
local bypass_protection = args.bypass_protection
@ -281,7 +394,7 @@ function npc.actions.dig(self, args)
end
-- This action places a given node at the given position
-- This command places a given node at the given position
-- There are three ways to source the node:
-- 1. take_from_inventory: takes node from inventory. If not in inventory,
-- node isn't placed.
@ -289,7 +402,7 @@ end
-- inventory, node will be placed anyways.
-- 3. force_place: places node regardless of inventory - will not touch
-- the NPCs inventory
function npc.actions.place(self, args)
function npc.commands.place(self, args)
local pos = args.pos
local node = args.node
local source = args.source
@ -304,14 +417,14 @@ function npc.actions.place(self, args)
or bypass_protection == true then
-- Take from inventory if necessary
local place_item = false
if source == npc.actions.take_from_inventory then
if source == npc.commands.take_from_inventory then
if npc.take_item_from_inventory(self, node, 1) then
place_item = true
end
elseif source == npc.actions.take_from_inventory_forced then
elseif source == npc.commands.take_from_inventory_forced then
npc.take_item_from_inventory(self, node, 1)
place_item = true
elseif source == npc.actions.force_place then
elseif source == npc.commands.force_place then
place_item = true
end
-- Place node
@ -338,6 +451,37 @@ function npc.actions.place(self, args)
end
end
-- This function allows to query for nodes and entities within a radius.
-- Parameters:
-- - query_type: string, specifies whether to query nodes or entities.
-- Default value is "node". Accepted values are:
-- - "node"
-- - "entity"
-- - position: table or string, specifies the starting position
-- for query. This should be the center of a square box. If
-- given a String, the string should be the place type.
-- Two types of tables are accepted:
-- - A simple position table, {x=1, y=1, z=1}
-- - An improved position table in this format:
-- {
-- place_category = "",
-- place_type = "",
-- index = 1, (specific index in the places map)
-- use_access_node = false|true,
-- }
-- - radius: integer, specifies the radius of the square box to search
-- around the starting position.
-- - result_type: string, specifies how to return results. Accepted
-- values are:
-- - "first": Get the first result found (default if left blank),
-- - "nearest": Get the result nearest to the NPC,
-- - "all": Return array of all results
function npc.commands.query(self, args)
end
-- This function allows to move into directions that are walkable. It
-- avoids fences and allows to move on plants.
-- This will make for nice wanderings, making the NPC move smartly instead
@ -346,7 +490,7 @@ local function random_dir_helper(start_pos, speed, dir_start, dir_end)
-- Limit the number of tries - otherwise it could become an infinite loop
for i = 1, 8 do
local dir = math.random(dir_start, dir_end)
local vel = vector.multiply(npc.actions.dir_data[dir].vel, speed)
local vel = vector.multiply(npc.commands.dir_data[dir].vel, speed)
local pos = vector.add(start_pos, vel)
local node = minetest.get_node(pos)
if node then
@ -364,16 +508,16 @@ local function random_dir_helper(start_pos, speed, dir_start, dir_end)
return -1
end
-- This action is to rotate to mob to a specifc direction. Currently, the code
-- This command is to rotate to mob to a specifc direction. Currently, the code
-- contains also for diagonals, but remaining in the orthogonal domain is preferrable.
function npc.actions.rotate(self, args)
function npc.commands.rotate(self, args)
local dir = args.dir
local yaw = args.yaw or 0
local start_pos = args.start_pos
local end_pos = args.end_pos
-- Calculate dir if positions are given
if start_pos and end_pos and not dir then
dir = npc.actions.get_direction(start_pos, end_pos)
dir = npc.commands.get_direction(start_pos, end_pos)
end
-- Only yaw was given
if yaw and not dir and not start_pos and not end_pos then
@ -405,7 +549,7 @@ end
-- This function will make the NPC walk one step on a
-- specifc direction. One step means one node. It returns
-- true if it can move on that direction, and false if there is an obstacle
function npc.actions.walk_step(self, args)
function npc.commands.walk_step(self, args)
local dir = args.dir
local step_into_air_only = args.step_into_air_only
local speed = args.speed
@ -415,7 +559,7 @@ function npc.actions.walk_step(self, args)
-- Set default node per seconds
if speed == nil then
speed = npc.actions.one_nps_speed
speed = npc.commands.one_nps_speed
end
-- Check if dir should be random
@ -449,13 +593,13 @@ function npc.actions.walk_step(self, args)
-- If there is a target position to reach, set it and set walking to true
if target_pos ~= nil then
self.actions.walking.target_pos = target_pos
self.commands.walking.target_pos = target_pos
-- Set is_walking = true
self.actions.walking.is_walking = true
self.commands.walking.is_walking = true
end
-- Rotate NPC
npc.actions.rotate(self, {dir=dir})
npc.commands.rotate(self, {dir=dir})
-- Set velocity so that NPC walks
self.object:setvelocity(vel)
-- Set walk animation
@ -465,12 +609,12 @@ function npc.actions.walk_step(self, args)
self.animation.speed_normal, 0)
end
-- This action makes the NPC stand and remain like that
function npc.actions.stand(self, args)
-- This command makes the NPC stand and remain like that
function npc.commands.stand(self, args)
local pos = args.pos
local dir = args.dir
-- Set is_walking = false
self.actions.walking.is_walking = false
self.commands.walking.is_walking = false
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- If position given, set to that position
@ -479,7 +623,7 @@ function npc.actions.stand(self, args)
end
-- If dir given, set to that dir
if dir ~= nil then
npc.actions.rotate(self, {dir=dir})
npc.commands.rotate(self, {dir=dir})
end
-- Set stand animation
self.object:set_animation({
@ -488,8 +632,8 @@ function npc.actions.stand(self, args)
self.animation.speed_normal, 0)
end
-- This action makes the NPC sit on the node where it is
function npc.actions.sit(self, args)
-- This command makes the NPC sit on the node where it is
function npc.commands.sit(self, args)
local pos = args.pos
local dir = args.dir
-- Stop NPC
@ -500,7 +644,7 @@ function npc.actions.sit(self, args)
end
-- If dir given, set to that dir
if dir ~= nil then
npc.actions.rotate(self, {dir=dir})
npc.commands.rotate(self, {dir=dir})
end
-- Set sit animation
self.object:set_animation({
@ -509,8 +653,8 @@ function npc.actions.sit(self, args)
self.animation.speed_normal, 0)
end
-- This action makes the NPC lay on the node where it is
function npc.actions.lay(self, args)
-- This command makes the NPC lay on the node where it is
function npc.commands.lay(self, args)
local pos = args.pos
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
@ -529,7 +673,7 @@ end
-- This function is a convenience function to make it easy to put
-- and get items from another inventory (be it a player inv or
-- a node inv)
function npc.actions.put_item_on_external_inventory(self, args)
function npc.commands.put_item_on_external_inventory(self, args)
local player = args.player
local pos = args.pos
local inv_list = args.inv_list
@ -566,7 +710,7 @@ function npc.actions.put_item_on_external_inventory(self, args)
return false
end
function npc.actions.take_item_from_external_inventory(self, args)
function npc.commands.take_item_from_external_inventory(self, args)
local player = args.player
local pos = args.pos
local inv_list = args.inv_list
@ -592,7 +736,7 @@ function npc.actions.take_item_from_external_inventory(self, args)
return false
end
function npc.actions.check_external_inventory_contains_item(self, args)
function npc.commands.check_external_inventory_contains_item(self, args)
local player = args.player
local pos = args.pos
local inv_list = args.inv_list
@ -613,9 +757,9 @@ end
-- 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, pos, npc_dir)
function npc.commands.get_openable_node_state(node, pos, npc_dir)
--minetest.log("Node name: "..dump(node.name))
local state = npc.actions.const.doors.state.CLOSED
local state = npc.commands.const.doors.state.CLOSED
-- Check for MTG doors and gates
local mtg_door_closed = false
if minetest.get_item_group(node.name, "door") > 0 then
@ -633,7 +777,7 @@ function npc.actions.get_openable_node_state(node, pos, npc_dir)
half_door_is_closed = (node.param2 + 2) % 4 == npc_dir
end
if mtg_door_closed == false and open_i1 == nil and half_door_is_closed == false then
state = npc.actions.const.doors.state.OPEN
state = npc.commands.const.doors.state.OPEN
end
--minetest.log("Door state: "..dump(state))
return state
@ -642,15 +786,15 @@ end
-- This function is used to open or close openable nodes.
-- Currently supported openable nodes are: any doors using the
-- default doors API, and the cottages mod gates and doors.
function npc.actions.use_openable(self, args)
function npc.commands.use_openable(self, args)
local pos = args.pos
local action = args.action
local command = args.command
local dir = args.dir
local node = minetest.get_node(pos)
local state = npc.actions.get_openable_node_state(node, pos, dir)
local state = npc.commands.get_openable_node_state(node, pos, dir)
local clicker = self.object
if action ~= state then
if command ~= state then
minetest.registered_nodes[node.name].on_rightclick(pos, node, clicker, nil, nil)
end
end
@ -659,7 +803,7 @@ end
---------------------------------------------------------------------------------------
-- Tasks functionality
---------------------------------------------------------------------------------------
-- Tasks are operations that require many actions to perform. Basic tasks, like
-- Tasks are operations that require many commands to perform. Basic tasks, like
-- walking from one place to another, operating a furnace, storing or taking
-- items from a chest, are provided here.
@ -748,7 +892,7 @@ end
-- with the fuel items the NPC will take whatever was cooked and whatever
-- remained to cook. The function received the position of the furnace
-- to use, and the item to cook in furnace. Item is an itemstring
function npc.actions.use_furnace(self, args)
function npc.commands.use_furnace(self, args)
local pos = get_pos_argument(self, args.pos)
if pos == nil then
npc.log("WARNING", "Got nil position in 'use_furnace' using args.pos: "..dump(args.pos))
@ -831,7 +975,7 @@ function npc.actions.use_furnace(self, args)
item_name = npc.get_item_name(fuel_item.item_string),
count = fuel_amount
}
npc.add_action(self, npc.actions.cmd.PUT_ITEM, args)
npc.add_action(self, npc.commands.cmd.PUT_ITEM, args)
-- Put the item that we want to cook on the furnace
args = {
player = nil,
@ -841,20 +985,20 @@ function npc.actions.use_furnace(self, args)
count = npc.get_item_count(item),
is_furnace = true
}
npc.add_action(self, npc.actions.cmd.PUT_ITEM, args)
npc.add_action(self, npc.commands.cmd.PUT_ITEM, args)
-- Now, set NPC to wait until furnace is done.
npc.log("DEBUG", "Setting wait action for "..dump(total_cook_time))
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=total_cook_time, freeze=freeze})
npc.log("DEBUG", "Setting wait command for "..dump(total_cook_time))
npc.add_action(self, npc.commands.cmd.SET_INTERVAL, {interval=total_cook_time, freeze=freeze})
-- Reset timer
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=1, freeze=true})
npc.add_action(self, npc.commands.cmd.SET_INTERVAL, {interval=1, freeze=true})
-- If freeze is false, then we will have to find the way back to the furnace
-- once cooking is done.
if freeze == false then
npc.log("DEBUG", "Adding walk to position to wandering: "..dump(pos))
npc.add_task(self, npc.actions.cmd.WALK_TO_POS, {end_pos=pos, walkable={}})
npc.add_task(self, npc.commands.cmd.WALK_TO_POS, {end_pos=pos, walkable={}})
end
-- Take cooked items back
@ -868,7 +1012,7 @@ function npc.actions.use_furnace(self, args)
is_furnace = false
}
npc.log("DEBUG", "Taking item back: "..minetest.pos_to_string(pos))
npc.add_action(self, npc.actions.cmd.TAKE_ITEM, args)
npc.add_action(self, npc.commands.cmd.TAKE_ITEM, args)
npc.log("DEBUG", "Inventory: "..dump(self.inventory))
@ -886,51 +1030,51 @@ function npc.actions.use_furnace(self, args)
end
-- 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
function npc.actions.use_bed(self, args)
-- pos is the location of the bed, command can be lay or get up
function npc.commands.use_bed(self, args)
local pos = get_pos_argument(self, args.pos)
if pos == nil then
npc.log("WARNING", "Got nil position in 'use_bed' using args.pos: "..dump(args.pos))
return
end
local action = args.action
local command = args.command
local enable_usage_marking = args.enable_usage_marking or true
local node = minetest.get_node(pos)
--minetest.log(dump(node))
local dir = minetest.facedir_to_dir(node.param2)
if action == npc.actions.const.beds.LAY then
if command == npc.commands.const.beds.LAY then
-- Get position
-- Error here due to ignore. Need to come up with better solution
if node.name == "ignore" then
return
end
local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir)
local bed_pos = npc.commands.nodes.beds[node.name].get_lay_pos(pos, dir)
-- Sit down on bed, rotate to correct direction
npc.add_action(self, npc.actions.cmd.SIT, {pos=bed_pos, dir=(node.param2 + 2) % 4})
npc.add_action(self, npc.commands.cmd.SIT, {pos=bed_pos, dir=(node.param2 + 2) % 4})
-- Lay down
npc.add_action(self, npc.actions.cmd.LAY, {})
npc.add_action(self, npc.commands.cmd.LAY, {})
if enable_usage_marking then
-- Set place as used
npc.places.mark_place_used(pos, npc.places.USE_STATE.USED)
end
self.actions.move_state.is_laying = true
self.commands.move_state.is_laying = true
else
-- Calculate position to get up
-- Error here due to ignore. Need to come up with better solution
if node.name == "ignore" then
return
end
local bed_pos_y = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir).y
local bed_pos_y = npc.commands.nodes.beds[node.name].get_lay_pos(pos, dir).y
local bed_pos = {x = pos.x, y = bed_pos_y, z = pos.z}
-- Sit up
npc.add_action(self, npc.actions.cmd.SIT, {pos=bed_pos})
npc.add_action(self, npc.commands.cmd.SIT, {pos=bed_pos})
-- Initialize direction: Default is front of bottom of bed
local dir = (node.param2 + 2) % 4
-- Find empty node around node
-- Take into account that mats are close to the floor, so y adjustmen is zero
local y_adjustment = -1
if npc.actions.nodes.beds[node.name].type == "mat" then
if npc.commands.nodes.beds[node.name].type == "mat" then
y_adjustment = 0
end
@ -938,7 +1082,7 @@ function npc.actions.use_bed(self, args)
local empty_nodes = npc.places.find_node_orthogonally(bed_pos, {"air", "cottages:bench"}, y_adjustment)
if empty_nodes ~= nil and #empty_nodes > 0 then
-- Get direction to the empty node
dir = npc.actions.get_direction(bed_pos, empty_nodes[1].pos)
dir = npc.commands.get_direction(bed_pos, empty_nodes[1].pos)
-- Calculate position to get out of bed
pos_out_of_bed =
@ -959,43 +1103,43 @@ function npc.actions.use_bed(self, args)
end
-- Stand out of bed
npc.add_action(self, npc.actions.cmd.STAND, {pos=pos_out_of_bed, dir=dir})
npc.add_action(self, npc.commands.cmd.STAND, {pos=pos_out_of_bed, dir=dir})
if enable_usage_marking then
-- Set place as unused
npc.places.mark_place_used(pos, npc.places.USE_STATE.NOT_USED)
end
self.actions.move_state.is_laying = false
self.commands.move_state.is_laying = false
end
end
-- 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
function npc.actions.use_sittable(self, args)
-- pos is the location of the bed, command can be lay or get up
function npc.commands.use_sittable(self, args)
local pos = get_pos_argument(self, args.pos)
if pos == nil then
npc.log("WARNING", "Got nil position in 'use_sittable' using args.pos: "..dump(args.pos))
return
end
local action = args.action
local command = args.command
local enable_usage_marking = args.enable_usage_marking or true
local node = minetest.get_node(pos)
if action == npc.actions.const.sittable.SIT then
if command == npc.commands.const.sittable.SIT then
-- Calculate position depending on bench
-- Error here due to ignore. Need to come up with better solution
if node.name == "ignore" then
return
end
local sit_pos = npc.actions.nodes.sittable[node.name].get_sit_pos(pos, node.param2)
local sit_pos = npc.commands.nodes.sittable[node.name].get_sit_pos(pos, node.param2)
-- Sit down on bench/chair/stairs
npc.add_action(self, npc.actions.cmd.SIT, {pos=sit_pos, dir=(node.param2 + 2) % 4})
npc.add_action(self, npc.commands.cmd.SIT, {pos=sit_pos, dir=(node.param2 + 2) % 4})
if enable_usage_marking then
-- Set place as used
npc.places.mark_place_used(pos, npc.places.USE_STATE.USED)
end
self.actions.move_state.is_sitting = true
self.commands.move_state.is_sitting = true
else
if self.actions.move_state.is_sitting == false then
if self.commands.move_state.is_sitting == false then
npc.log("DEBUG_ACTION", "NPC "..self.npc_name.." attempted to get up from sit when it is not sitting.")
return
end
@ -1007,28 +1151,28 @@ function npc.actions.use_sittable(self, args)
local empty_nodes = npc.places.find_node_orthogonally(pos, {"air"}, 0)
if empty_nodes ~= nil and #empty_nodes > 0 then
--minetest.log("Empty nodes: "..dump(empty_nodes))
--minetest.log("Npc.actions.get_direction: "..dump(npc.actions.get_direction))
--minetest.log("Npc.commands.get_direction: "..dump(npc.commands.get_direction))
--minetest.log("Pos: "..dump(pos))
-- Get direction to the empty node
dir = npc.actions.get_direction(pos, empty_nodes[1].pos)
dir = npc.commands.get_direction(pos, empty_nodes[1].pos)
-- Calculate position to get out of sittable node
pos_out_of_sittable =
{x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
end
-- Stand
npc.add_action(self, npc.actions.cmd.STAND, {pos=pos_out_of_sittable, dir=dir})
npc.add_action(self, npc.commands.cmd.STAND, {pos=pos_out_of_sittable, dir=dir})
minetest.log("Setting sittable at "..minetest.pos_to_string(pos).." as not used")
if enable_usage_marking then
-- Set place as unused
npc.places.mark_place_used(pos, npc.places.USE_STATE.NOT_USED)
end
self.actions.move_state.is_sitting = false
self.commands.move_state.is_sitting = false
end
end
-- This function returns the direction enum
-- for the moving from v1 to v2
function npc.actions.get_direction(v1, v2)
function npc.commands.get_direction(v1, v2)
local vector_dir = vector.direction(v1, v2)
local dir = vector.round(vector_dir)
@ -1063,7 +1207,7 @@ end
-- 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, args)
function npc.commands.walk_to_pos(self, args)
-- Get arguments for this task
local use_access_node = args.use_access_node or true
local end_pos, node_pos = get_pos_argument(self, args.end_pos, use_access_node)
@ -1081,11 +1225,11 @@ function npc.actions.walk_to_pos(self, args)
-- Check if start_pos and end_pos are the same
if vector.equals(start_pos, end_pos) == true then
-- Check if it was using access node, if it was, add action to
-- Check if it was using access node, if it was, add command to
-- rotate NPC into that direction
if use_access_node == true then
local dir = npc.actions.get_direction(end_pos, node_pos)
npc.add_action(self, npc.actions.cmd.STAND, {dir = dir})
local dir = npc.commands.get_direction(end_pos, node_pos)
npc.add_action(self, npc.commands.cmd.STAND, {dir = dir})
end
npc.log("WARNING", "walk_to_pos Found start_pos == end_pos")
return
@ -1103,56 +1247,56 @@ function npc.actions.walk_to_pos(self, args)
if path ~= nil and #path > 1 then
npc.log("INFO", "walk_to_pos Found path to node: "..minetest.pos_to_string(end_pos))
-- Store path
self.actions.walking.path = path
self.commands.walking.path = path
-- Local variables
local door_opened = false
local speed = npc.actions.two_nps_speed
local speed = npc.commands.two_nps_speed
-- Set the action timer interval to half second. This is to account for
-- Set the command timer interval to half second. This is to account for
-- the increased speed when walking.
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=0.5, freeze=true})
npc.add_action(self, npc.commands.cmd.SET_INTERVAL, {interval=0.5, freeze=true})
-- Set the initial last and target positions
self.actions.walking.target_pos = path[1].pos
self.commands.walking.target_pos = path[1].pos
-- Add steps to path
for i = 1, #path do
-- Do not add an extra step if reached the goal node
if (i+1) == #path then
-- Add direction to last node
local dir = npc.actions.get_direction(path[i].pos, end_pos)
local dir = npc.commands.get_direction(path[i].pos, end_pos)
-- Add the last step
npc.add_action(self, npc.actions.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+1].pos})
npc.add_action(self, npc.commands.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+1].pos})
-- Add stand animation at end
if use_access_node == true then
dir = npc.actions.get_direction(end_pos, node_pos)
dir = npc.commands.get_direction(end_pos, node_pos)
end
minetest.log("Dir: "..dump(dir))
-- Change dir if using access_node
npc.add_action(self, npc.actions.cmd.STAND, {dir = dir})
npc.add_action(self, npc.commands.cmd.STAND, {dir = dir})
break
end
-- Get direction to move from path[i] to path[i+1]
local dir = npc.actions.get_direction(path[i].pos, path[i+1].pos)
local dir = npc.commands.get_direction(path[i].pos, path[i+1].pos)
-- Check if next node is a door, if it is, open it, then walk
if path[i+1].type == npc.pathfinder.node_types.openable then
-- Check if door is already open
local node = minetest.get_node(path[i+1].pos)
if npc.actions.get_openable_node_state(node, path[i+1].pos, dir) == npc.actions.const.doors.state.CLOSED then
--minetest.log("Opening action to open door")
if npc.commands.get_openable_node_state(node, path[i+1].pos, dir) == npc.commands.const.doors.state.CLOSED then
--minetest.log("Opening command to open door")
-- Stop to open door, this avoids misplaced movements later on
npc.add_action(self, npc.actions.cmd.STAND, {dir=dir})
npc.add_action(self, npc.commands.cmd.STAND, {dir=dir})
-- Open door
npc.add_action(self, npc.actions.cmd.USE_OPENABLE, {pos=path[i+1].pos, dir=dir, action=npc.actions.const.doors.action.OPEN})
npc.add_action(self, npc.commands.cmd.USE_OPENABLE, {pos=path[i+1].pos, dir=dir, command=npc.commands.const.doors.command.OPEN})
door_opened = true
end
end
-- Add walk action to action queue
npc.add_action(self, npc.actions.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+1].pos})
-- Add walk command to command queue
npc.add_action(self, npc.commands.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+1].pos})
if door_opened then
-- Stop to close door, this avoids misplaced movements later on
@ -1168,20 +1312,20 @@ function npc.actions.walk_to_pos(self, args)
-- end
-- local pos_on_close = {x=path[i+1].pos.x + x_adj, y=path[i+1].pos.y + 1, z=path[i+1].pos.z + z_adj}
-- Add extra walk step to ensure that one is standing at other side of openable node
-- npc.add_action(self, npc.actions.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+2].pos})
-- npc.add_action(self, npc.commands.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+2].pos})
-- Stop to close the door
npc.add_action(self, npc.actions.cmd.STAND, {dir=(dir + 2) % 4 })--, pos=pos_on_close})
npc.add_action(self, npc.commands.cmd.STAND, {dir=(dir + 2) % 4 })--, pos=pos_on_close})
-- Close door
npc.add_action(self, npc.actions.cmd.USE_OPENABLE, {pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE})
npc.add_action(self, npc.commands.cmd.USE_OPENABLE, {pos=path[i+1].pos, command=npc.commands.const.doors.command.CLOSE})
door_opened = false
end
end
-- Return the action interval to default interval of 1 second
-- Return the command interval to default interval of 1 second
-- By default, always freeze.
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=1, freeze=true})
npc.add_action(self, npc.commands.cmd.SET_INTERVAL, {interval=1, freeze=true})
else
-- Unable to find path