Spawner: Assign entrance door to every NPC spawned.

Increased ABM chance to make NPC spawning less laggy.
Improved building scanning, finally now has correct data for scanning nodes.
Places: Finding entrances is limited now to MTG doors.
This commit is contained in:
Hector Franqui 2017-05-19 14:36:11 -04:00
parent 1d1a56592b
commit d4e8744cfb
5 changed files with 84 additions and 38 deletions

View File

@ -113,7 +113,7 @@ function npc.actions.execute(self, command, args)
return npc.actions.use_sittable(self, args)
elseif command == npc.actions.cmd.WALK_TO_POS then
-- Call walk to position task
minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
--minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
return npc.actions.walk_to_pos(self, args)
end
end
@ -603,9 +603,9 @@ function npc.actions.use_sittable(self, args)
local pos_out_of_sittable = pos
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("Pos: "..dump(pos))
--minetest.log("Empty nodes: "..dump(empty_nodes))
--minetest.log("Npc.actions.get_direction: "..dump(npc.actions.get_direction))
--minetest.log("Pos: "..dump(pos))
-- Get direction to the empty node
dir = npc.actions.get_direction(pos, empty_nodes[1].pos)
-- Calculate position to get out of sittable node

View File

@ -73,6 +73,7 @@ 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
local start_i,end_i = string.find(node.name, node_prefix)
@ -140,9 +141,14 @@ function pathfinder.create_map(start_pos, end_pos, extra_range, walkables)
else
-- Check if node is walkable
local node = minetest.get_node(current_pos)
-- Check node has air above it
local node_above = minetest.get_node({x=current_pos.x, y=current_pos.y+1, z=current_pos.z})
if node.name == "air" then
-- If air do no more checks
table.insert(current_row, {pos=current_pos, type=pathfinder.node_types.walkable})
-- Check if node above is air
if node.name == "air" then
-- If air do no more checks
table.insert(current_row, {pos=current_pos, type=pathfinder.node_types.walkable})
end
else
-- Check if it is of a walkable or openable type
table.insert(current_row, {pos=current_pos, type=is_good_node(node, walkables)})

View File

@ -142,10 +142,24 @@ end
-- The openable node with the shortest path to the plotmarker node
-- Based on this definition, other entrances aren't going to be used
-- by the NPC to get into the building
function npc.places.find_entrance_from_openable_nodes(openable_nodes, marker_pos)
function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker_pos)
local result = nil
local openable_nodes = {}
local min = 100
-- Filter out all other openable nodes except MTG doors.
-- Why? For supported village types (which are: medieval, nore
-- and logcabin) all buildings use, as the main entrance,
-- a MTG door. Some medieval building have "half_doors" (like farms)
-- which NPCs love to confuse with the right building entrance.
for i = 1, #all_openable_nodes do
local name = minetest.get_node(all_openable_nodes[i].node_pos).name
local doors_st, doors_en = string.find(name, "doors:")
if doors_st ~= nil then
table.insert(openable_nodes, all_openable_nodes[i])
end
end
for i = 1, #openable_nodes do
@ -314,13 +328,13 @@ function npc.places.find_node_behind_door(door_pos)
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
elseif door.param2 == 1 then
-- Looking east
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
elseif door.param2 == 2 then
-- Looking north
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
-- Looking west
elseif door.param2 == 3 then
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
end
end
@ -328,17 +342,18 @@ end
-- front of a door. Used to make NPCs exit buildings.
function npc.places.find_node_in_front_of_door(door_pos)
local door = minetest.get_node(door_pos)
minetest.log("Param2 of door: "..dump(door.param2))
if door.param2 == 0 then
-- Looking south
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
elseif door.param2 == 1 then
-- Looking east
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
elseif door.param2 == 2 then
-- Looking north
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
-- Looking west
elseif door.param2 == 3 then
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
end
end

View File

@ -333,10 +333,10 @@ function npc.initialize(entity, pos, is_lua_entity)
[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)
--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)
--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)

View File

@ -142,18 +142,23 @@ function spawner.assign_places(self, 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"))
@ -268,10 +273,13 @@ 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("--------------------------------------------")
-- Get area of the building
local x_size = building_data.sizex
local x_size = building_data.bsizex
local y_size = building_data.ysize
local z_size = building_data.sizez
local z_size = building_data.bsizez
local brotate = building_data.brotate
local start_pos = {x=pos.x, y=pos.y, z=pos.z}
local x_sign, z_sign = 1, 1
@ -283,18 +291,30 @@ function spawner.scan_mg_villages_building(pos, building_data)
-- 3 - facing South -Z
if brotate == 0 then
x_sign, z_sign = 1, -1
elseif brotate ==1 then
x_sign, z_sign = -1, -1
elseif brotate == 1 then
x_sign, z_sign = -1, -1
local temp = z_size
z_size = x_size
x_size = temp
elseif brotate ==2 then
x_sign, z_sign = -1, -1
elseif brotate ==3 then
elseif brotate == 2 then
x_sign, z_sign = -1, 1
elseif brotate == 3 then
x_sign, z_sign = 1, 1
end
------------------------
-- For debug:
------------------------
-- Red is x marker
--minetest.set_node({x=pos.x + (x_sign * x_size),y=pos.y,z=pos.z}, {name = "wool:red"})
--minetest.get_meta({x=pos.x + (x_sign * x_size),y=pos.y,z=pos.z}):set_string("infotext", minetest.get_meta(pos):get_string("infotext")..", Axis: x, Sign: "..dump(x_sign))
-- Blue is z marker
--minetest.set_node({x=pos.x,y=pos.y,z=pos.z + (z_sign * z_size)}, {name = "wool:blue"})
--minetest.get_meta({x=pos.x,y=pos.y,z=pos.z + (z_sign * z_size)}):set_string("infotext", minetest.get_meta(pos):get_string("infotext")..", Axis: z, Sign: "..dump(z_sign))
minetest.log("Start pos: "..minetest.pos_to_string(start_pos))
minetest.log("Plot: "..dump(minetest.get_meta(start_pos):get_string("infotext")))
minetest.log("Brotate: "..dump(brotate))
minetest.log("X_sign: "..dump(x_sign))
minetest.log("X_adj: "..dump(x_sign*x_size))
@ -303,6 +323,11 @@ function spawner.scan_mg_villages_building(pos, building_data)
local end_pos = {x=pos.x + (x_sign * x_size), y=pos.y + y_size, z=pos.z + (z_sign * z_size)}
-- For debug:
--minetest.set_node(start_pos, {name="default:mese_block"})
--minetest.set_node(end_pos, {name="default:mese_block"})
--minetest.get_meta(end_pos):set_string("infotext", minetest.get_meta(start_pos):get_string("infotext"))
minetest.log("Calculated end pos: "..minetest.pos_to_string(end_pos))
return spawner.scan_area(start_pos, end_pos)
@ -340,11 +365,11 @@ function spawner.replace_mg_villages_plotmarker(pos)
meta:set_string("building_type", building_type)
-- Store plot information
local plot_info = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr]
plot_info["ysize"] = building_data.ysize
-- minetest.log("Plot info at replacement time: "..dump(plot_info))
meta:set_string("plot_info", minetest.serialize(plot_info))
-- Scan building for nodes
building_data.brotate = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].brotate
local nodedata = spawner.scan_mg_villages_building(pos, building_data)
local nodedata = spawner.scan_mg_villages_building(pos, plot_info)
-- Store nodedata into the spawner's metadata
meta:set_string("node_data", minetest.serialize(nodedata))
-- Initialize NPCs
@ -405,28 +430,28 @@ if minetest.get_modpath("mg_villages") ~= nil then
-- LBM Registration
-- Used to modify plotmarkers and replace them with advanced_npc:plotmarker_auto_spawner
minetest.register_lbm({
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
name = "advanced_npc:mg_villages_plotmarker_replacer",
nodenames = {"mg_villages:plotmarker"},
run_at_every_load = false,
action = function(pos, node)
-- Check if replacement is activated
if npc.spawner.replace_activated then
-- Replace mg_villages:plotmarker
spawner.replace_mg_villages_plotmarker(pos)
-- Set NPCs to spawn
spawner.calculate_npc_spawning(pos)
end
end
})
-- minetest.register_lbm({
-- label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
-- name = "advanced_npc:mg_villages_plotmarker_replacer",
-- nodenames = {"mg_villages:plotmarker"},
-- run_at_every_load = false,
-- action = function(pos, node)
-- -- Check if replacement is activated
-- if npc.spawner.replace_activated then
-- -- Replace mg_villages:plotmarker
-- spawner.replace_mg_villages_plotmarker(pos)
-- -- Set NPCs to spawn
-- spawner.calculate_npc_spawning(pos)
-- end
-- end
-- })
-- ABM Registration... for when LBM fails.
minetest.register_abm({
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
nodenames = {"mg_villages:plotmarker"},
interval = npc.spawner.replacement_interval,
chance = 1,
chance = 5,
catch_up = true,
action = function(pos, node, active_object_count, active_object_count_wider)
-- Check if replacement is activated