Pathfinding (WIP): Use MarkBu's pathfinder mod as the new pathfinder.

Actions: Modify walk_to_pos to use new pathfinding code.
Allow support for giving positions as strings or tables referring to specific places on Places Map.
Spawner: Assign beds to NPCs.
Increase amount of NPCs now being spawned as they are able to reach top floor beds.
Places: Slight overhaul and changes. Add more info to places.
NPC: Hide nametag.
This commit is contained in:
Hector Franqui 2017-06-14 18:42:36 -04:00
parent d4e8744cfb
commit adeeecd43e
8 changed files with 369 additions and 134 deletions

View File

@ -194,12 +194,20 @@ function npc.actions.walk_step(self, args)
if dir == npc.direction.north then
vel = {x=0, y=0, z=speed}
elseif dir == npc.direction.north_east then
vel = {x=speed, y=0, z=speed}
elseif dir == npc.direction.east then
vel = {x=speed, y=0, z=0}
elseif dir == npc.direction.south_east then
vel = {x=speed, y=0, z=-speed}
elseif dir == npc.direction.south then
vel = {x=0, y=0, z=-speed}
elseif dir == npc.direction.south_west then
vel = {x=-speed, y=0, z=-speed}
elseif dir == npc.direction.west then
vel = {x=-speed, y=0, z=0}
elseif dir == npc.direction.north_west then
vel = {x=-speed, y=0, z=speed}
end
-- Rotate NPC
npc.actions.rotate(self, {dir=dir})
@ -403,13 +411,67 @@ end
-- walking from one place to another, operating a furnace, storing or taking
-- items from a chest, are provided here.
local function get_pos_argument(self, pos)
minetest.log("Type of pos: "..dump(type(pos)))
-- Check which type of position argument we received
if type(pos) == "table" then
minetest.log("Received table pos: "..dump(pos))
-- Check if table is position
if pos.x ~= nil and pos.y ~= nil and pos.z ~= nil then
-- Position received, return position
return pos
elseif pos.place_type ~= nil then
-- Received table in the following format:
-- {place_type = "", index = 1, use_access_node = false}
local index = pos.index or 1
local use_access_node = pos.use_access_node or false
local places = npc.places.get_by_type(self, pos.place_type)
-- Check index is valid on the places map
if #places >= index then
-- Check if access node is desired
if use_access_node then
-- Return actual node pos
return places[index].access_node
else
-- Return node pos that allows access to node
return places[index].pos
end
end
end
elseif type(pos) == "string" then
-- Received name of place, so we are going to look for the actual pos
local places_pos = npc.places.get_by_type(self, pos)
-- Return nil if no position found
if places_pos == nil or #places_pos == 0 then
return nil
end
-- Check if received more than one position
if #places_pos > 1 then
-- Check all places, return owned if existent, else return the first one
for i = 1, #places_pos do
if places_pos[i].status == "owned" then
return places_pos[i].pos
end
end
end
-- Return the first position only if it couldn't find an owned
-- place, or if it there is only oneg
return places_pos[1].pos
end
end
-- This function allows a NPC to use a furnace using only items from
-- its own inventory. Fuel is not provided. Once the furnace is finished
-- 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)
local pos = args.pos
local pos = get_pos_argument(self, args.pos)
if pos == nil then
minetest.log("[advanced_npc] WARNING Got nil position in 'use_furnace' using args.pos: "..dump(args.pos))
return
end
local item = args.item
local freeze = args.freeze
-- Define which items are usable as fuels. The NPC
@ -530,7 +592,11 @@ 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)
local pos = args.pos
local pos = get_pos_argument(self, args.pos)
if pos == nil then
minetest.log("[advanced_npc] WARNING Got nil position in 'use_bed' using args.pos: "..dump(args.pos))
return
end
local action = args.action
local node = minetest.get_node(pos)
minetest.log(dump(node))
@ -586,7 +652,11 @@ 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)
local pos = args.pos
local pos = get_pos_argument(self, args.pos)
if pos == nil then
minetest.log("[advanced_npc] WARNING Got nil position in 'use_sittable' using args.pos: "..dump(args.pos))
return
end
local action = args.action
local node = minetest.get_node(pos)
@ -621,13 +691,24 @@ end
-- for the moving from v1 to v2
function npc.actions.get_direction(v1, v2)
local dir = vector.subtract(v2, v1)
if dir.x ~= 0 then
if dir.x ~= 0 and dir.z ~= 0 then
if dir.x > 0 and dir.z > 0 then
return npc.direction.north_east
elseif dir.x > 0 and dir.z < 0 then
return npc.direction.south_east
elseif dir.x < 0 and dir.z > 0 then
return npc.direction.north_west
elseif dir.x < 0 and dir.z < 0 then
return npc.direction.south_west
end
elseif dir.x ~= 0 and dir.z == 0 then
if dir.x > 0 then
return npc.direction.east
else
return npc.direction.west
end
elseif dir.z ~= 0 then
elseif dir.z ~= 0 and dir.x == 0 then
if dir.z > 0 then
return npc.direction.north
else
@ -636,6 +717,7 @@ function npc.actions.get_direction(v1, v2)
end
end
-- This function can be used to make the NPC walk from one
-- position to another. If the optional parameter walkable_nodes
-- is included, which is a table of node names, these nodes are
@ -643,14 +725,20 @@ end
-- path.
function npc.actions.walk_to_pos(self, args)
-- Get arguments for this task
local end_pos = args.end_pos
local end_pos = get_pos_argument(self, args.end_pos)
if end_pos == nil then
minetest.log("[advanced_npc] WARNING Got nil position in 'walk_to_pos' using args.pos: "..dump(args.end_pos))
return
end
local enforce_move = args.enforce_move or true
local walkable_nodes = args.walkable
-- Round start_pos to make sure it can find start and end
local start_pos = vector.round(self.object:getpos())
-- Use y of end_pos (this can only be done assuming flat terrain)
start_pos.y = self.object:getpos().y
minetest.log("Walk to pos: Using start position: "..dump(start_pos))
--start_pos.y = self.object:getpos().y
minetest.log("[advanced_npc] INFO walk_to_pos: Start pos: "..minetest.pos_to_string(start_pos))
minetest.log("[advanced_npc] INFO walk_to_pos: End pos: "..minetest.pos_to_string(end_pos))
-- Set walkable nodes to empty if the parameter hasn't been used
if walkable_nodes == nil then
@ -658,10 +746,24 @@ function npc.actions.walk_to_pos(self, args)
end
-- Find path
local path = pathfinder.find_path(start_pos, end_pos, 20, walkable_nodes)
--local path = pathfinder.find_path(start_pos, end_pos, 20, walkable_nodes)
local path = pathfinder.find_path(start_pos, end_pos, self)
if path ~= nil then
minetest.log("[advanced_npc] Found path to node: "..minetest.pos_to_string(end_pos))
if path ~= nil and #path > 1 then
-- Get details from path nodes
-- This might get moved to proper place, pathfinder.lua code
local path_detail = {}
for i = 1, #path do
local node = minetest.get_node(path[i])
table.insert(path_detail, {pos=path[i], type=npc.pathfinder.is_good_node(node, {})})
end
path = path_detail
--minetest.log("Found path: "..dump(path))
--minetest.log("Path detail: "..dump(path_detail))
--minetest.log("New path: "..dump(path))
minetest.log("[advanced_npc] INFO walk_to_pos Found path to node: "..minetest.pos_to_string(end_pos))
-- Store path
self.actions.walking.path = path
@ -689,11 +791,11 @@ function npc.actions.walk_to_pos(self, args)
-- Get direction to move from path[i] to path[i+1]
local dir = npc.actions.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 == pathfinder.node_types.openable then
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, 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
npc.add_action(self, npc.actions.cmd.STAND, {dir=dir})
-- Open door
@ -701,29 +803,33 @@ function npc.actions.walk_to_pos(self, args)
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})
if door_opened then
-- Stop to close door, this avoids misplaced movements later on
local x_adj, z_adj = 0, 0
if dir == 0 then
z_adj = 0.1
elseif dir == 1 then
x_adj = 0.1
elseif dir == 2 then
z_adj = -0.1
elseif dir == 3 then
x_adj = -0.1
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}
npc.add_action(self, npc.actions.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})
-- Stop to close door, this avoids misplaced movements later on
-- local x_adj, z_adj = 0, 0
-- if dir == 0 then
-- z_adj = 0.1
-- elseif dir == 1 then
-- x_adj = 0.1
-- elseif dir == 2 then
-- z_adj = -0.1
-- elseif dir == 3 then
-- x_adj = -0.1
-- 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})
-- Stop to close the door
npc.add_action(self, npc.actions.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})
door_opened = false
door_opened = false
end
end
@ -733,6 +839,12 @@ function npc.actions.walk_to_pos(self, args)
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=1, freeze=true})
else
minetest.log("Unable to find path.")
-- Unable to find path
minetest.log("[advanced_npc] INFO walk_to_pos Unable to find path. Teleporting to: "..minetest.pos_to_string(end_pos))
-- Check if movement is enforced
if enforce_move then
-- Move to end pos
self.object:moveto(end_pos)
end
end
end

View File

@ -10,9 +10,11 @@
-- (https://github.com/Yonaba/Jumper).
-- Mapping algorithm: transforms a Minetest map surface to a 2d grid.
pathfinder = {}
npc.pathfinder = {}
pathfinder.node_types = {
local pathfinder = {}
npc.pathfinder.node_types = {
start = 0,
goal = 1,
walkable = 2,
@ -20,7 +22,7 @@ pathfinder.node_types = {
non_walkable = 4
}
pathfinder.nodes = {
npc.pathfinder.nodes = {
openable_prefix = {
"doors:",
"cottages:gate",
@ -32,7 +34,7 @@ pathfinder.nodes = {
-- 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
-- an extra amount of nodes to search in both the x and z coordinates.
function pathfinder.find_path(start_pos, end_pos, range, walkable_nodes)
function npc.pathfinder.find_path(start_pos, end_pos, range, walkable_nodes)
-- Check that start and end position are not the same
if start_pos.x == end_pos.x and start_pos.z == end_pos.z then
return nil
@ -69,13 +71,16 @@ end
-- This function is used to determine if a node is walkable
-- or openable, in which case is good to use when finding a path
local function is_good_node(node, exceptions)
function npc.pathfinder.is_good_node(node, exceptions)
--local function is_good_node(node, exceptions)
-- Is openable is to support doors, fence gates and other
-- doors from other mods. Currently, default doors, gates
-- and cottages doors are supported.
--minetest.log("Is good node: "..dump(node))
local is_openable = false
for _,node_prefix in pairs(pathfinder.nodes.openable_prefix) do
for _,node_prefix in pairs(npc.pathfinder.nodes.openable_prefix) do
--for _,node_prefix in pairs(pathfinder.nodes.openable_prefix) do
local start_i,end_i = string.find(node.name, node_prefix)
if start_i ~= nil then
is_openable = true
@ -83,16 +88,20 @@ local function is_good_node(node, exceptions)
end
end
if node ~= nil and node.name ~= nil and not minetest.registered_nodes[node.name].walkable then
return pathfinder.node_types.walkable
--return pathfinder.node_types.walkable
return npc.pathfinder.node_types.walkable
elseif is_openable then
return pathfinder.node_types.openable
return npc.pathfinder.node_types.openable
--return pathfinder.node_types.openable
else
for i = 1, #exceptions do
if node.name == exceptions[i] then
return pathfinder.node_types.walkable
return npc.pathfinder.node_types.walkable
--return pathfinder.node_types.walkable
end
end
return pathfinder.node_types.non_walkable
return npc.pathfinder.node_types.non_walkable
--return pathfinder.node_types.non_walkable
end
end

View File

@ -53,40 +53,42 @@ npc.places.nodes = {
npc.places.PLACE_TYPE = {
BED = {
PRIMARY = "primary"
PRIMARY = "bed_primary"
},
SITTABLE = {
PRIMARY = "primary"
PRIMARY = "sit_primary"
},
OPENABLE = {
HOME_ENTRANCE_DOOR = "home_entrance_door"
},
OTHER = {
HOME_PLOTMARKER = "home_plotmarker",
HOME_INSIDE = "home_inside",
HOME_OUTSIDE = "home_outside"
}
}
function npc.places.add_public(self, place_name, place_type, pos)
function npc.places.add_public(self, place_name, place_type, pos, access_node)
--minetest.log("Place name: "..dump(place_name)..", type: "..dump(place_type))
self.places_map[place_name] = {type=place_type, pos=pos, status="shared"}
self.places_map[place_name] = {type=place_type, pos=pos, access_node=access_node or pos, status="shared"}
end
-- Adds a specific node to the NPC places, and modifies the
-- node metadata to identify the NPC as the owner. This allows
-- other NPCs to avoid to take this as their own.
function npc.places.add_owned(self, place_name, place_type, pos)
function npc.places.add_owned(self, place_name, place_type, pos, access_node)
-- Get node metadata
local meta = minetest.get_meta(pos)
--local meta = minetest.get_meta(pos)
-- Check if it is owned by an NPC?
if meta:get_string("npc_owner") == "" then
--if meta:get_string("npc_owner") == "" then
-- Set owned by NPC
meta:set_string("npc_owner", self.npc_id)
--meta:set_string("npc_owner", self.npc_id)
-- Add place to list
npc.places.add_public(self, place_name, place_type, pos)
self.places_map[place_name] = {type=place_type, pos=pos, access_node=access_node or pos, status="owned"}
--npc.places.add_public(self, place_name, place_type, pos)
return true
end
return false
--end
--return false
end
function npc.places.get_by_type(self, place_type)
@ -178,19 +180,26 @@ function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker
-- Check if there's any difference in vertical position
-- minetest.log("Openable node pos: "..minetest.pos_to_string(open_pos))
-- minetest.log("Plotmarker node pos: "..minetest.pos_to_string(marker_pos))
if start_pos.y ~= end_pos.y then
-- NOTE: Commented out while testing MarkBu's pathfinder
--if start_pos.y ~= end_pos.y then
-- Adjust to make pathfinder find nodes one node above
end_pos.y = start_pos.y
end
-- end_pos.y = start_pos.y
--end
-- This adjustment allows the map to be created correctly
start_pos.y = start_pos.y + 1
end_pos.y = end_pos.y + 1
--start_pos.y = start_pos.y + 1
--end_pos.y = end_pos.y + 1
-- Find path from the openable node to the plotmarker
local path = pathfinder.find_path(start_pos, end_pos, 20, {})
--local path = pathfinder.find_path(start_pos, end_pos, 20, {})
local entity = {}
entity.collisionbox = {-0.20,-1.0,-0.20, 0.20,0.8,0.20}
minetest.log("Start pos: "..minetest.pos_to_string(start_pos))
minetest.log("End pos: "..minetest.pos_to_string(end_pos))
local path = pathfinder.find_path(start_pos, end_pos, entity)
--minetest.log("Found path: "..dump(path))
if path ~= nil then
minetest.log("Path distance: "..dump(#path))
--minetest.log("Path distance: "..dump(#path))
-- Check if path length is less than the minimum found so far
if #path < min then
-- Set min to path length and the result to the currently found node

View File

@ -1,3 +1,4 @@
default
mobs
intllib?
pathfinder

View File

@ -296,7 +296,7 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
-- Send dialogue line
if dialogue.text then
minetest.chat_send_player(player_name, self.nametag..": "..dialogue.text)
minetest.chat_send_player(player_name, self.name..": "..dialogue.text)
end
-- Check if dialogue has responses. If it doesn't, unlock the actions

54
npc.lua
View File

@ -24,7 +24,11 @@ npc.direction = {
north = 0,
east = 1,
south = 2,
west = 3
west = 3,
north_east = 4,
north_west = 5,
south_east = 6,
south_west = 7
}
npc.action_state = {
@ -41,7 +45,7 @@ function npc.get_entity_name(entity)
if entity:is_player() then
return entity:get_player_name()
else
return entity:get_luaentity().nametag
return entity:get_luaentity().name
end
end
@ -149,11 +153,14 @@ function npc.initialize(entity, pos, is_lua_entity)
ent.sex = npc.MALE
end
-- Nametag is initialized to blank
ent.nametag = ""
-- Set name
ent.nametag = get_random_name(ent.sex)
ent.name = get_random_name(ent.sex)
-- Set ID
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.name
-- Initialize all gift data
ent.gift_data = {
@ -325,33 +332,6 @@ function npc.initialize(entity, pos, is_lua_entity)
local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
table.insert(ent.trader_data.custom_trades, offer2)
-- Add a simple schedule for testing
npc.create_schedule(ent, npc.schedule_types.generic, 0)
-- Add schedule entries
local morning_actions = {
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {end_pos=nodes[1], walkable={}} } ,
[2] = {task = npc.actions.cmd.USE_SITTABLE, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
}
--npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
--local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
local afternoon_actions = {[1] = {task = npc.actions.cmd.USE_SITTABLE, args = {pos=nodes[1], action=npc.actions.const.sittable.GET_UP} } }
--npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
-- local night_actions = {action: npc.action, args: {}}
-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.sit, {self = ent})
-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
-- npc.add_action(ent, npc.action.lay, {self = ent})
-- Temporary initialization of places
-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
@ -360,7 +340,7 @@ function npc.initialize(entity, pos, is_lua_entity)
-- end
--minetest.log(dump(ent))
minetest.log("Successfully spawned NPC with name "..dump(ent.nametag))
minetest.log("[advanced_npc] INFO Successfully initialized NPC with name "..dump(ent.name))
-- Refreshes entity
ent.object:set_properties(ent)
end
@ -530,7 +510,7 @@ end
function npc.execute_action(self)
-- Check if an action was interrupted
if self.actions.current_action_state == npc.action_state.interrupted then
minetest.log("[advanced_npc] DEBUG Re-inserting interrupted action for NPC: '"..dump(self.nametag).."': "..dump(self.actions.state_before_lock.interrupted_action))
minetest.log("[advanced_npc] DEBUG Re-inserting interrupted action for NPC: '"..dump(self.name).."': "..dump(self.actions.state_before_lock.interrupted_action))
-- Insert into queue the interrupted action
table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
-- Clear the action
@ -552,7 +532,7 @@ function npc.execute_action(self)
-- If the entry is a task, then push all this new operations in
-- stack fashion
if action_obj.is_task == true then
minetest.log("[advanced_npc] DEBUG Executing task for NPC '"..dump(self.nametag).."': "..dump(action_obj))
minetest.log("[advanced_npc] DEBUG Executing task for NPC '"..dump(self.name).."': "..dump(action_obj))
-- Backup current queue
local backup_queue = self.actions.queue
-- Remove this "task" action from queue
@ -568,7 +548,7 @@ function npc.execute_action(self)
table.insert(self.actions.queue, backup_queue[i])
end
else
minetest.log("[advanced_npc] DEBUG Executing action for NPC '"..dump(self.nametag).."': "..dump(action_obj))
minetest.log("[advanced_npc] DEBUG Executing action for NPC '"..dump(self.name).."': "..dump(action_obj))
-- Store the action that is being executed
self.actions.state_before_lock.interrupted_action = action_obj
-- Store current position
@ -855,7 +835,7 @@ mobs:register_mob("advanced_npc:npc", {
-- Show dialogue to confirm that player is giving item as gift
npc.dialogue.show_yes_no_dialogue(
self,
"Do you want to give "..item_name.." to "..self.nametag.."?",
"Do you want to give "..item_name.." to "..self.name.."?",
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX..item_name,
function()
npc.relationships.receive_gift(self, clicker)
@ -937,7 +917,7 @@ mobs:register_mob("advanced_npc:npc", {
-- Check if NPC is walking
if self.actions.walking.is_walking == true then
local pos = self.actions.walking.target_pos
self.object:moveto({x=pos.x, y=pos.y + 1, z=pos.z})
self.object:moveto({x=pos.x, y=pos.y + 0.5, z=pos.z})
end
-- Execute action
self.freeze = npc.execute_action(self)

View File

@ -63,6 +63,58 @@ npc.spawner.spawn_data = {
}
}
local function get_basic_schedule()
return {
-- Create schedule entries
-- Morning actions: get out of bed, walk to outside of house
-- This will be executed around 8 AM MTG time
morning_actions = {
-- Get out of bed
[1] = {task = npc.actions.cmd.USE_BED, args = {
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.GET_UP
}
},
-- Walk outside
[2] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
walkable = {}
}
},
-- Allow mobs_redo wandering
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
},
-- Afternoon actions: go inside the house
-- This will be executed around 6 PM MTG time
afternoon_actions = {
-- Get inside home
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}}
},
-- Allow mobs_redo wandering
[2] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
},
-- Evening actions: walk to bed and use it.
-- This will be executed around 10 PM MTG time
evening_actions = {
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
walkable = {}
}
},
-- Use bed
[2] = {task = npc.actions.cmd.USE_BED, args = {
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.LAY
}
},
-- Stay put on bed
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
}
}
end
---------------------------------------------------------------------------------------
-- Scanning functions
---------------------------------------------------------------------------------------
@ -70,7 +122,7 @@ npc.spawner.spawn_data = {
function spawner.filter_first_floor_nodes(nodes, ground_pos)
local result = {}
for _,node in pairs(nodes) do
if node.node_pos.y <= ground_pos.y + 3 then
if node.node_pos.y <= ground_pos.y + 2 then
table.insert(result, node)
end
end
@ -130,40 +182,80 @@ end
-- - Let the NPC know all doors to the house. Identify the front one as the entrance
function spawner.assign_places(self, pos)
local meta = minetest.get_meta(pos)
local doors = minetest.deserialize(meta:get_string("node_data")).openable_type
minetest.log("Found "..dump(#doors).." openable nodes")
local entrance = minetest.deserialize(meta:get_string("entrance"))
local node_data = minetest.deserialize(meta:get_string("node_data"))
local entrance = npc.places.find_entrance_from_openable_nodes(doors, pos)
if entrance then
minetest.log("Found building entrance at: "..minetest.pos_to_string(entrance.node_pos))
else
minetest.log("Unable to find building entrance!")
end
-- Assign plotmarker
npc.places.add_public(self, npc.places.PLACE_TYPE.OTHER.HOME_PLOTMARKER,
npc.places.PLACE_TYPE.OTHER.HOME_PLOTMARKER, pos)
-- Assign entrance door and related locations
if entrance ~= nil and entrance.node_pos ~= nil then
-- For debug purposes:
--local meta = minetest.get_meta(entrance.node_pos)
--meta:set_string("infotext", "Entrance for '"..dump(self.nametag).."': "..dump(entrance.node_pos))
--minetest.log("Self: "..dump(self))
--minetest.log("Places map: "..dump(self.places_map))
npc.places.add_public(self, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, entrance.node_pos)
-- Find the position inside and outside the door
local entrance_inside = npc.places.find_node_behind_door(entrance.node_pos)
local entrance_outside = npc.places.find_node_in_front_of_door(entrance.node_pos)
--minetest.set_node(entrance_inside, {name="default:apple"})
-- Assign these places to NPC
npc.places.add_public(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, entrance_inside)
npc.places.add_public(self, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, entrance_outside)
-- Make NPC go into their house
--minetest.log("Place: "..dump(npc.places.get_by_type(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE)))
npc.add_task(self, npc.actions.cmd.WALK_TO_POS, {end_pos=npc.places.get_by_type(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE)[1].pos, walkable={}})
npc.add_action(self, npc.actions.cmd.FREEZE, {freeze = false})
end
local plot_info = minetest.deserialize(meta:get_string("plot_info"))
minetest.log("Plot info:"..dump(plot_info))
-- Assign beds
if #node_data.bed_type > 0 then
-- Find unowned bed
for i = 1, #node_data.bed_type do
-- Check if bed has owner
minetest.log("Node: "..dump(node_data.bed_type[i]))
if node_data.bed_type[i].owner == "" then
-- If bed has no owner, check if it is accessible
local empty_nodes = npc.places.find_node_orthogonally(
node_data.bed_type[i].node_pos, {"air"}, 0)
-- Check if bed is accessible
if #empty_nodes > 0 then
-- Set owner to this NPC
node_data.bed_type[i].owner = self.npc_id
-- Assign node to NPC
npc.places.add_owned(self, npc.places.PLACE_TYPE.BED.PRIMARY,
npc.places.PLACE_TYPE.BED.PRIMARY, node_data.bed_type[i].node_pos, empty_nodes[1].pos)
-- Store changes to node_data
meta:set_string("node_data", minetest.serialize(node_data))
minetest.log("Added bed at "..minetest.pos_to_string(node_data.bed_type[i].node_pos)
.." to NPC "..dump(self.name))
break
end
end
end
end
--local plot_info = minetest.deserialize(meta:get_string("plot_info"))
--minetest.log("Plot info:"..dump(plot_info))
minetest.log("places: "..dump(self.places_map))
-- Make NPC go into their house
npc.add_task(self,
npc.actions.cmd.WALK_TO_POS,
{end_pos=npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable={}})
npc.add_action(self, npc.actions.cmd.FREEZE, {freeze = false})
end
function spawner.assign_schedules(self, pos)
local basic_schedule = get_basic_schedule()
-- Add a simple schedule for testing
npc.create_schedule(self, npc.schedule_types.generic, 0)
-- Add schedule entry for morning actions
npc.add_schedule_entry(self, npc.schedule_types.generic, 0, 8, nil, basic_schedule.morning_actions)
-- Add schedule entry for afternoon actions
npc.add_schedule_entry(self, npc.schedule_types.generic, 0, 18, nil, basic_schedule.afternoon_actions)
-- Add schedule entry for evening actions
npc.add_schedule_entry(self, npc.schedule_types.generic, 0, 22, nil, basic_schedule.evening_actions)
minetest.log("Schedules: "..dump(self.schedules))
--local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
--local afternoon_actions = {[1] = {task = npc.actions.cmd.USE_SITTABLE, args = {pos=nodes[1], action=npc.actions.const.sittable.GET_UP} } }
end
@ -187,6 +279,8 @@ function npc.spawner.spawn_npc(pos)
npc.initialize(ent, pos)
-- Assign nodes
spawner.assign_places(ent:get_luaentity(), pos)
-- Assign schedules
spawner.assign_schedules(ent:get_luaentity(), pos)
-- Increase NPC spawned count
spawned_npc_count = spawned_npc_count + 1
-- Store count into node
@ -196,8 +290,10 @@ function npc.spawner.spawn_npc(pos)
-- TODO: Add more information here at some time...
local entry = {
status = npc.spawner.spawn_data.status.alive,
name = ent:get_luaentity().nametag,
name = ent:get_luaentity().name,
id = ent:get_luaentity().npc_id,
sex = ent:get_luaentity().sex,
age = ent:get_luaentity().
born_day = minetest.get_day_count()
}
table.insert(npc_table, entry)
@ -205,16 +301,17 @@ function npc.spawner.spawn_npc(pos)
meta:set_string("npcs", minetest.serialize(npc_table))
-- Temp
meta:set_string("infotext", meta:get_string("infotext")..", "..spawned_npc_count)
minetest.log("[advanced_npc] Spawning successful!")
minetest.log("[advanced_npc] INFO Spawning successful!")
-- Check if there are more NPCs to spawn
if spawned_npc_count >= npc_count then
-- Stop timer
minetest.log("[advanced_npc] No more NPCs to spawn at this location")
minetest.log("[advanced_npc] INFO No more NPCs to spawn at this location")
timer:stop()
else
-- Start another timer to spawn more NPC
minetest.log("[advanced_npc] Spawning one more NPC in "..dump(npc.spawner.spawn_delay).."s")
timer:start(npc.spawner.spawn_delay)
local new_delay = math.random(npc.spawner.spawn_delay)
minetest.log("[advanced_npc] INFO Spawning one more NPC in "..dump(npc.spawner.spawn_delay).."s")
timer:start(new_delay)
end
return true
else
@ -242,7 +339,8 @@ function spawner.calculate_npc_spawning(pos)
return
end
-- Check number of beds
local beds_count = #node_data.bed_type
local beds_count = #node_data.bed_type--#spawner.filter_first_floor_nodes(node_data.bed_type, pos)
minetest.log("[advanced_npc] INFO: Found "..dump(beds_count).." beds in the building at "..minetest.pos_to_string(pos))
local npc_count = 0
-- If number of beds is zero or beds/2 is less than one, spawn
@ -251,17 +349,18 @@ function spawner.calculate_npc_spawning(pos)
-- Spawn a single NPC
npc_count = 1
else
-- Spawn beds_count/2 NPCs
-- Spawn (beds_count/2) NPCs
npc_count = ((beds_count / 2) - ((beds_count / 2) % 1))
end
minetest.log("Will spawn "..dump(npc_count).." NPCs at "..minetest.pos_to_string(pos))
minetest.log("[advanced_npc] INFO: Will spawn "..dump(npc_count).." NPCs at "..minetest.pos_to_string(pos))
-- Store amount of NPCs to spawn
meta:set_int("npc_count", npc_count)
-- Store amount of NPCs spawned
meta:set_int("spawned_npc_count", 0)
-- Start timer
local timer = minetest.get_node_timer(pos)
timer:start(npc.spawner.spawn_delay)
local delay = math.random(npc.spawner.spawn_delay)
timer:start(delay)
end
---------------------------------------------------------------------------------------
@ -273,9 +372,9 @@ end
-- point and the building_data to get the x, y and z-coordinate size
-- of the building schematic
function spawner.scan_mg_villages_building(pos, building_data)
minetest.log("--------------------------------------------")
minetest.log("Building data: "..dump(building_data))
minetest.log("--------------------------------------------")
--minetest.log("--------------------------------------------")
--minetest.log("Building data: "..dump(building_data))
--minetest.log("--------------------------------------------")
-- Get area of the building
local x_size = building_data.bsizex
local y_size = building_data.ysize
@ -285,6 +384,7 @@ function spawner.scan_mg_villages_building(pos, building_data)
local x_sign, z_sign = 1, 1
-- Check plot direction
-- NOTE: Below values may be wrong, very wrong!
-- 0 - facing West, -X
-- 1 - facing North, +Z
-- 2 - facing East, +X
@ -370,6 +470,17 @@ function spawner.replace_mg_villages_plotmarker(pos)
meta:set_string("plot_info", minetest.serialize(plot_info))
-- Scan building for nodes
local nodedata = spawner.scan_mg_villages_building(pos, plot_info)
-- Find building entrance
local doors = nodedata.openable_type
--minetest.log("Found "..dump(#doors).." openable nodes")
local entrance = npc.places.find_entrance_from_openable_nodes(doors, pos)
if entrance then
minetest.log("Found building entrance at: "..minetest.pos_to_string(entrance.node_pos))
else
minetest.log("Unable to find building entrance!")
end
-- Store building entrance
meta:set_string("entrance", minetest.serialize(entrance))
-- Store nodedata into the spawner's metadata
meta:set_string("node_data", minetest.serialize(nodedata))
-- Initialize NPCs
@ -399,13 +510,26 @@ if minetest.get_modpath("mg_villages") ~= nil then
type = "fixed",
fixed = {
{-0.5+2/16, -0.5, -0.5+2/16, 0.5-2/16, -0.5+2/16, 0.5-2/16},
--{-0.5+0/16, -0.5, -0.5+0/16, 0.5-0/16, -0.5+0/16, 0.5-0/16},
}
},
walkable = false,
groups = {cracky=3,stone=2},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- Get all openable-type nodes for this building
-- NOTE: This is temporary code for testing...
local nodedata = minetest.deserialize(minetest.get_meta(pos):get_string("node_data"))
--minetest.log("Node data: "..dump(nodedata))
--minetest.log("Entrance: "..dump(minetest.deserialize(minetest.get_meta(pos):get_string("entrance"))))
--minetest.log("First-floor beds: "..dump(spawner.filter_first_floor_nodes(nodedata.bed_type, pos)))
--local entrance = npc.places.find_entrance_from_openable_nodes(nodedata.openable_type, pos)
--minetest.log("Found entrance: "..dump(entrance))
for i = 1, #nodedata.bed_type do
nodedata.bed_type[i].owner = ""
end
minetest.get_meta(pos):set_string("node_data", minetest.serialize(nodedata))
minetest.log("Cleared bed owners")
return mg_villages.plotmarker_formspec( pos, nil, {}, clicker )
end,
@ -450,8 +574,8 @@ if minetest.get_modpath("mg_villages") ~= nil then
minetest.register_abm({
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
nodenames = {"mg_villages:plotmarker"},
interval = npc.spawner.replacement_interval,
chance = 5,
interval = 10,--npc.spawner.replacement_interval,
chance = 1, --5,
catch_up = true,
action = function(pos, node, active_object_count, active_object_count_wider)
-- Check if replacement is activated

View File

@ -112,7 +112,7 @@ function npc.trade.show_trade_offer_formspec(self, player, offer_type)
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"label[2,0.1;"..self.nametag..prompt_string.."]"..
"label[2,0.1;"..self.name..prompt_string.."]"..
"item_image_button[2,1.3;1.2,1.2;"..trade_offer.item..";item;]"..
"label[3.75,1.75;"..for_string.."]"..
"item_image_button[4.8,1.3;1.2,1.2;"..trade_offer.price[1]..";price;]"..
@ -221,7 +221,7 @@ function npc.trade.show_custom_trade_offer(self, player, offer)
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"label[2,0.1;"..self.nametag..": "..offer.dialogue_prompt.."]"..
"label[2,0.1;"..self.name..": "..offer.dialogue_prompt.."]"..
price_grid..
"label["..(margin_x + 3.75)..",1.75;"..for_string.."]"..
"item_image_button["..(margin_x + 4.8)..",1.3;1.2,1.2;"..offer.item..";item;]"..