Actions: Add ability for NPC to fully use a furnace.
Add ability to add tasks to action queue.
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137f02e863
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9556e76b79
@ -93,15 +93,20 @@ end
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function npc.actions.walk_step(args)
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local self = args.self
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local dir = args.dir
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local speed = args.speed
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local vel = {}
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-- Set default node per seconds
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if speed == nil then
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speed = 0.98
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end
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if dir == npc.direction.north then
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vel = {x=0, y=0, z=0.98}
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vel = {x=0, y=0, z=speed}
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elseif dir == npc.direction.east then
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vel = {x=0.98, y=0, z=0}
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vel = {x=speed, y=0, z=0}
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elseif dir == npc.direction.south then
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vel = {x=0, y=0, z=-0.98}
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vel = {x=0, y=0, z=-speed}
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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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vel = {x=-speed, y=0, z=0}
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end
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-- Rotate NPC
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npc.actions.rotate({self=self, dir=dir})
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@ -228,7 +233,7 @@ function npc.actions.take_item_from_external_inventory(args)
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if player ~= nil then
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inv = minetest.get_inventory({type="player", name=player})
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else
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inv = minetest.get_inventory({type="node", pos})
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inv = minetest.get_inventory({type="node", pos=pos})
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end
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-- Create ItemSTack to take from external inventory
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local item = ItemStack(item_name.." "..count)
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@ -255,7 +260,7 @@ function npc.actions.check_external_inventory_contains_item(args)
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if player ~= nil then
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inv = minetest.get_inventory({type="player", name=player})
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else
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inv = minetest.get_inventory({type="node", pos})
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inv = minetest.get_inventory({type="node", pos=pos})
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end
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-- Create ItemStack for checking the external inventory
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@ -315,16 +320,66 @@ end
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-- with the fuel items the NPC will take whatever was cooked and whatever
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-- remained to cook. The function received the position of the furnace
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-- to use, and the item to cook in furnace. Item is an itemstring
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function npc.actions.use_furnace(self, pos, item)
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-- Check if any item in the NPC inventory serve as fuel
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-- For now, just use some specific items as fuels
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local fuels = {"default:leaves", "default:tree", ""}
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-- Check if NPC has a fuel item
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for i = 1,2 do
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local fuel_item = npc.inventory_contains(self, fuels[i])
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local src_item = npc.inventory_contains(self, item)
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function npc.actions.use_furnace(self, pos, item, freeze)
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-- Define which items are usable as fuels. The NPC
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-- will mainly use this as fuels to avoid getting useful
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-- items (such as coal lumps) for burning
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local fuels = {"default:leaves",
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"default:pine_needles",
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"default:tree",
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"default:acacia_tree",
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"default:aspen_tree",
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"default:jungletree",
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"default:pine_tree",
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"default:coalblock",
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"farming:straw"}
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-- Check if NPC has item to cook
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local src_item = npc.inventory_contains(self, npc.get_item_name(item))
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if src_item == nil then
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-- Unable to cook item that is not in inventory
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return false
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end
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-- Check if NPC has a fuel item
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for i = 1,9 do
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local fuel_item = npc.inventory_contains(self, fuels[i])
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if fuel_item ~= nil then
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-- Get fuel item's burn time
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local fuel_time =
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minetest.get_craft_result({method="fuel", width=1, items={ItemStack(fuel_item.item_string)}}).time
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local total_fuel_time = fuel_time * npc.get_item_count(fuel_item.item_string)
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minetest.log("Fuel time: "..dump(fuel_time))
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-- Get item to cook's cooking time
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local cook_result =
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minetest.get_craft_result({method="cooking", width=1, items={ItemStack(src_item.item_string)}})
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local total_cook_time = cook_result.time * npc.get_item_count(item)
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minetest.log("Cook: "..dump(cook_result))
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minetest.log("Total cook time: "..total_cook_time
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..", total fuel burn time: "..dump(total_fuel_time))
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-- Check if there is enough fuel to cook all items
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if total_cook_time > total_fuel_time then
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-- Don't have enough fuel to cook item. Return the difference
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-- so it may help on trying to acquire the fuel later.
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-- NOTE: Yes, returning here means that NPC could probably have other
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-- items usable as fuels and ignore them. This should be ok for now,
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-- considering that fuel items are ordered in a way where cheaper, less
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-- useless items come first, saving possible valuable items.
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return cook_result.time - fuel_time
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end
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-- Calculate how much fuel is needed
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local fuel_amount = total_cook_time / fuel_time
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if fuel_amount < 1 then
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fuel_amount = 1
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end
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minetest.log("Amount of fuel needed: "..fuel_amount)
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if fuel_item ~= nil and src_item ~= nil then
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-- Put this item on the fuel inventory list of the furnace
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local args = {
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self = self,
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@ -332,7 +387,7 @@ function npc.actions.use_furnace(self, pos, item)
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pos = pos,
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inv_list = "fuel",
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item_name = npc.get_item_name(fuel_item.item_string),
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count = npc.get_item_count(fuel_item.item_string)
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count = fuel_amount
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}
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npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
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-- Put the item that we want to cook on the furnace
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@ -342,16 +397,39 @@ function npc.actions.use_furnace(self, pos, item)
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pos = pos,
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inv_list = "src",
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item_name = npc.get_item_name(src_item.item_string),
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count = npc.get_item_count(src_item.item_string),
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count = npc.get_item_count(item),
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is_furnace = true
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}
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npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
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-- TODO: Need to add a way to calculate how many seconds will pass
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-- until the furnace is done, or at least the items that we expect
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-- to get (assume all items to be cooked are the ones ewe expect back)
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-- Then, add that many stand actions, then an action to take the items.
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-- Now, set NPC to wait until furnace is done.
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minetest.log("Setting wait action for "..dump(total_cook_time))
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npc.add_action(self, npc.actions.set_interval, {self=self, interval=total_cook_time, freeze=freeze})
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-- Reset timer
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npc.add_action(self, npc.actions.set_interval, {self=self, interval=1, freeze=true})
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-- If freeze is false, then we will have to find the way back to the furnace
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-- once cooking is done.
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if freeze == false then
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minetest.log("Adding walk to position to wandering: "..dump(pos))
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npc.add_task(self, npc.actions.walk_to_pos, {self=self, end_pos=pos, walkable={}})
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end
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-- Take cooked items back
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args = {
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self = self,
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player = nil,
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pos = pos,
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inv_list = "dst",
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item_name = cook_result.item:get_name(),
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count = npc.get_item_count(item),
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is_furnace = false
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}
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minetest.log("Taking item back: "..dump(pos))
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npc.add_action(self, npc.actions.take_item_from_external_inventory, args)
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minetest.log("Inventory: "..dump(self.inventory))
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return true
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end
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@ -465,9 +543,17 @@ end
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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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function npc.actions.walk_to_pos(args)
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local start_pos = self.object:getpos()
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local self = args.self
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local end_pos = args.end_pos
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local walkable_nodes = args.walkable
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-- Round start_pos to make sure it can find start and end
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local start_pos = vector.round(self.object:getpos())
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-- Use y of end_pos (this can only be done assuming flat terrain)
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start_pos.y = self.object:getpos().y
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minetest.log("Walk to pos: Using start position: "..dump(start_pos))
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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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@ -513,7 +599,18 @@ function npc.actions.walk_to_pos(self, end_pos, walkable_nodes)
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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, dir=(dir + 2)% 4})
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local x_adj, z_adj = 0, 0
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if dir == 0 then
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z_adj = 0.1
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elseif dir == 1 then
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x_adj = 0.1
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elseif dir == 2 then
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z_adj = -0.1
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elseif dir == 3 then
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x_adj = -0.1
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end
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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}
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npc.add_action(self, npc.actions.stand, {self=self, dir=(dir + 2)% 4, pos=pos_on_close})
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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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@ -201,7 +201,7 @@ end
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-- for the pathfinding algorithm to use
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function pathfinder.find_start_and_end_pos(map)
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-- This is for debug
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--print_map(map)
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print_map(map)
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local result = {}
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for z,row in pairs(map) do
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for x,node in pairs(row) do
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74
npc.lua
74
npc.lua
@ -188,22 +188,52 @@ end
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function npc.add_action(self, action, arguments)
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--self.freeze = true
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--minetest.log("Current Pos: "..dump(self.object:getpos()))
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local action_entry = {action=action, args=arguments}
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local action_entry = {action=action, args=arguments, is_task=false}
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--minetest.log(dump(action_entry))
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table.insert(self.actions.queue, action_entry)
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end
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-- This function adds task actions in-place, as opposed to
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-- at the end of the queue. This allows for continued order
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function npc.add_task(self, task, args)
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local action_entry = {action=task, args=args, is_task=true}
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table.insert(self.actions.queue, action_entry)
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end
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-- This function removes the first action in the action queue
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-- and then exexcutes it
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-- and then executes it
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function npc.execute_action(self)
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local result = nil
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if table.getn(self.actions.queue) == 0 then
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-- Keep state the same if there are no more actions in actions queue
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return self.freeze
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end
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minetest.log("Executing action")
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local action_obj = self.actions.queue[1]
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local result = action_obj.action(action_obj.args)
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table.remove(self.actions.queue, 1)
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-- If the entry is a task, then push all this new operations in
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-- stack fashion
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if action_obj.is_task == true then
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minetest.log("Executing task")
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-- Remove from queue
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table.remove(self.actions.queue, 1)
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-- Backup current queue
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local backup_queue = self.actions.queue
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-- Clear queue
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self.actions.queue = {}
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-- Now, execute the task with its arguments
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action_obj.action(action_obj.args)
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-- After all new actions has been added by task, add the previously
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-- queued actions back
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for i = 1, #backup_queue do
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table.insert(self.actions.queue, backup_queue[i])
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end
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minetest.log("New actions queue: "..dump(self))
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else
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minetest.log("Executing action")
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-- Execute action as normal
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result = action_obj.action(action_obj.args)
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-- Remove executed action from queue
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table.remove(self.actions.queue, 1)
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end
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return result
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end
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@ -250,6 +280,10 @@ local function choose_spawn_items(self)
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local currency_item_count = math.random(5, 10)
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npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3, currency_item_count)
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-- For test
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npc.add_item_to_inventory(self, "default:tree", 10)
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npc.add_item_to_inventory(self, "default:cobble", 10)
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minetest.log("Initial inventory: "..dump(self.inventory))
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end
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@ -352,7 +386,7 @@ local function npc_spawn(self, pos)
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ent.places_map = {}
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-- Temporary initialization of actions for testing
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local nodes = npc.places.find_sittable_nodes_nearby(ent.object:getpos(), 20)
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local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"default:furnace"}, 20)
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minetest.log("Found nodes: "..dump(nodes))
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--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
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@ -361,14 +395,14 @@ local function npc_spawn(self, pos)
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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if nodes[1] ~= nil then
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npc.actions.walk_to_pos(ent, nodes[1], {})
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npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.SIT)
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npc.add_action(ent, npc.actions.sit, {self = ent})
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npc.add_task(ent, npc.actions.walk_to_pos, {self=ent, end_pos=nodes[1], walkable={}})
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npc.actions.use_furnace(ent, nodes[1], "default:cobble 10", false)
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--npc.add_action(ent, npc.actions.sit, {self = ent})
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-- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- npc.add_action(ent, npc.actions.lay, {self = ent})
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npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
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npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
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--npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
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--npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
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npc.add_action(ent, npc.actions.freeze, {freeze = false})
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end
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@ -496,14 +530,16 @@ mobs:register_mob("advanced_npc:npc", {
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do_custom = function(self, dtime)
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-- Timer function for casual traders to reset their trade offers
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self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
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-- Check if time has come to change offers
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if self.trader_data.trader_status == npc.trade.CASUAL and
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self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
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-- Reset timer
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self.trader_data.change_offers_timer = 0
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-- Re-select casual trade offers
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select_casual_trade_offers(self)
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if self.trader_data ~= nil then
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self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
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-- Check if time has come to change offers
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if self.trader_data.trader_status == npc.trade.CASUAL and
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self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
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-- Reset timer
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self.trader_data.change_offers_timer = 0
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-- Re-select casual trade offers
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select_casual_trade_offers(self)
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end
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end
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-- Timer function for gifts
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