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.
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parent
1d1a56592b
commit
d4e8744cfb
@ -113,7 +113,7 @@ function npc.actions.execute(self, command, args)
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return npc.actions.use_sittable(self, args)
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elseif command == npc.actions.cmd.WALK_TO_POS then
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-- Call walk to position task
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minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
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--minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
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return npc.actions.walk_to_pos(self, args)
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end
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end
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@ -603,9 +603,9 @@ function npc.actions.use_sittable(self, args)
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local pos_out_of_sittable = pos
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local empty_nodes = npc.places.find_node_orthogonally(pos, {"air"}, 0)
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if empty_nodes ~= nil and #empty_nodes > 0 then
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minetest.log("Empty nodes: "..dump(empty_nodes))
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minetest.log("Npc.actions.get_direction: "..dump(npc.actions.get_direction))
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minetest.log("Pos: "..dump(pos))
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--minetest.log("Empty nodes: "..dump(empty_nodes))
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--minetest.log("Npc.actions.get_direction: "..dump(npc.actions.get_direction))
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--minetest.log("Pos: "..dump(pos))
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-- Get direction to the empty node
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dir = npc.actions.get_direction(pos, empty_nodes[1].pos)
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-- Calculate position to get out of sittable node
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@ -73,6 +73,7 @@ local function is_good_node(node, exceptions)
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-- Is openable is to support doors, fence gates and other
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-- doors from other mods. Currently, default doors, gates
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-- and cottages doors are supported.
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--minetest.log("Is good node: "..dump(node))
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local is_openable = false
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for _,node_prefix in pairs(pathfinder.nodes.openable_prefix) do
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local start_i,end_i = string.find(node.name, node_prefix)
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@ -140,9 +141,14 @@ function pathfinder.create_map(start_pos, end_pos, extra_range, walkables)
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else
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-- Check if node is walkable
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local node = minetest.get_node(current_pos)
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-- Check node has air above it
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local node_above = minetest.get_node({x=current_pos.x, y=current_pos.y+1, z=current_pos.z})
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if node.name == "air" then
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-- If air do no more checks
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table.insert(current_row, {pos=current_pos, type=pathfinder.node_types.walkable})
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-- Check if node above is air
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if node.name == "air" then
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-- If air do no more checks
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table.insert(current_row, {pos=current_pos, type=pathfinder.node_types.walkable})
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end
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else
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-- Check if it is of a walkable or openable type
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table.insert(current_row, {pos=current_pos, type=is_good_node(node, walkables)})
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@ -142,10 +142,24 @@ end
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-- The openable node with the shortest path to the plotmarker node
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-- Based on this definition, other entrances aren't going to be used
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-- by the NPC to get into the building
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function npc.places.find_entrance_from_openable_nodes(openable_nodes, marker_pos)
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function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker_pos)
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local result = nil
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local openable_nodes = {}
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local min = 100
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-- Filter out all other openable nodes except MTG doors.
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-- Why? For supported village types (which are: medieval, nore
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-- and logcabin) all buildings use, as the main entrance,
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-- a MTG door. Some medieval building have "half_doors" (like farms)
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-- which NPCs love to confuse with the right building entrance.
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for i = 1, #all_openable_nodes do
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local name = minetest.get_node(all_openable_nodes[i].node_pos).name
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local doors_st, doors_en = string.find(name, "doors:")
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if doors_st ~= nil then
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table.insert(openable_nodes, all_openable_nodes[i])
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end
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end
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for i = 1, #openable_nodes do
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@ -314,13 +328,13 @@ function npc.places.find_node_behind_door(door_pos)
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return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
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elseif door.param2 == 1 then
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-- Looking east
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return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
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return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
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elseif door.param2 == 2 then
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-- Looking north
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return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
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-- Looking west
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elseif door.param2 == 3 then
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return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
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return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
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end
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end
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@ -328,17 +342,18 @@ end
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-- front of a door. Used to make NPCs exit buildings.
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function npc.places.find_node_in_front_of_door(door_pos)
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local door = minetest.get_node(door_pos)
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minetest.log("Param2 of door: "..dump(door.param2))
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if door.param2 == 0 then
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-- Looking south
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return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
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elseif door.param2 == 1 then
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-- Looking east
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return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
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return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
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elseif door.param2 == 2 then
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-- Looking north
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return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
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-- Looking west
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elseif door.param2 == 3 then
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return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
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return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
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end
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end
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4
npc.lua
4
npc.lua
@ -333,10 +333,10 @@ function npc.initialize(entity, pos, is_lua_entity)
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[2] = {task = npc.actions.cmd.USE_SITTABLE, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
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}
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
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--npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
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--local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
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local afternoon_actions = {[1] = {task = npc.actions.cmd.USE_SITTABLE, args = {pos=nodes[1], action=npc.actions.const.sittable.GET_UP} } }
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
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--npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
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-- local night_actions = {action: npc.action, args: {}}
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-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
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75
spawner.lua
75
spawner.lua
@ -142,18 +142,23 @@ function spawner.assign_places(self, pos)
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-- Assign entrance door and related locations
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if entrance ~= nil and entrance.node_pos ~= nil then
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-- For debug purposes:
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--local meta = minetest.get_meta(entrance.node_pos)
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--meta:set_string("infotext", "Entrance for '"..dump(self.nametag).."': "..dump(entrance.node_pos))
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--minetest.log("Self: "..dump(self))
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--minetest.log("Places map: "..dump(self.places_map))
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npc.places.add_public(self, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, entrance.node_pos)
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-- Find the position inside and outside the door
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local entrance_inside = npc.places.find_node_behind_door(entrance.node_pos)
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local entrance_outside = npc.places.find_node_in_front_of_door(entrance.node_pos)
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--minetest.set_node(entrance_inside, {name="default:apple"})
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-- Assign these places to NPC
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npc.places.add_public(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, entrance_inside)
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npc.places.add_public(self, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, entrance_outside)
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-- Make NPC go into their house
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--minetest.log("Place: "..dump(npc.places.get_by_type(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE)))
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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={}})
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npc.add_action(self, npc.actions.cmd.FREEZE, {freeze = false})
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end
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local plot_info = minetest.deserialize(meta:get_string("plot_info"))
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@ -268,10 +273,13 @@ end
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-- point and the building_data to get the x, y and z-coordinate size
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-- of the building schematic
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function spawner.scan_mg_villages_building(pos, building_data)
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minetest.log("--------------------------------------------")
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minetest.log("Building data: "..dump(building_data))
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minetest.log("--------------------------------------------")
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-- Get area of the building
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local x_size = building_data.sizex
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local x_size = building_data.bsizex
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local y_size = building_data.ysize
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local z_size = building_data.sizez
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local z_size = building_data.bsizez
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local brotate = building_data.brotate
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local start_pos = {x=pos.x, y=pos.y, z=pos.z}
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local x_sign, z_sign = 1, 1
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@ -283,18 +291,30 @@ function spawner.scan_mg_villages_building(pos, building_data)
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-- 3 - facing South -Z
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if brotate == 0 then
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x_sign, z_sign = 1, -1
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elseif brotate ==1 then
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x_sign, z_sign = -1, -1
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elseif brotate == 1 then
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x_sign, z_sign = -1, -1
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local temp = z_size
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z_size = x_size
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x_size = temp
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elseif brotate ==2 then
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x_sign, z_sign = -1, -1
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elseif brotate ==3 then
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elseif brotate == 2 then
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x_sign, z_sign = -1, 1
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elseif brotate == 3 then
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x_sign, z_sign = 1, 1
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end
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------------------------
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-- For debug:
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------------------------
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-- Red is x marker
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--minetest.set_node({x=pos.x + (x_sign * x_size),y=pos.y,z=pos.z}, {name = "wool:red"})
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--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))
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-- Blue is z marker
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--minetest.set_node({x=pos.x,y=pos.y,z=pos.z + (z_sign * z_size)}, {name = "wool:blue"})
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--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))
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minetest.log("Start pos: "..minetest.pos_to_string(start_pos))
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minetest.log("Plot: "..dump(minetest.get_meta(start_pos):get_string("infotext")))
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minetest.log("Brotate: "..dump(brotate))
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minetest.log("X_sign: "..dump(x_sign))
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minetest.log("X_adj: "..dump(x_sign*x_size))
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@ -303,6 +323,11 @@ function spawner.scan_mg_villages_building(pos, building_data)
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local end_pos = {x=pos.x + (x_sign * x_size), y=pos.y + y_size, z=pos.z + (z_sign * z_size)}
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-- For debug:
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--minetest.set_node(start_pos, {name="default:mese_block"})
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--minetest.set_node(end_pos, {name="default:mese_block"})
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--minetest.get_meta(end_pos):set_string("infotext", minetest.get_meta(start_pos):get_string("infotext"))
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minetest.log("Calculated end pos: "..minetest.pos_to_string(end_pos))
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return spawner.scan_area(start_pos, end_pos)
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@ -340,11 +365,11 @@ function spawner.replace_mg_villages_plotmarker(pos)
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meta:set_string("building_type", building_type)
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-- Store plot information
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local plot_info = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr]
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plot_info["ysize"] = building_data.ysize
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-- minetest.log("Plot info at replacement time: "..dump(plot_info))
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meta:set_string("plot_info", minetest.serialize(plot_info))
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-- Scan building for nodes
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building_data.brotate = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].brotate
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local nodedata = spawner.scan_mg_villages_building(pos, building_data)
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local nodedata = spawner.scan_mg_villages_building(pos, plot_info)
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-- Store nodedata into the spawner's metadata
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meta:set_string("node_data", minetest.serialize(nodedata))
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-- Initialize NPCs
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@ -405,28 +430,28 @@ if minetest.get_modpath("mg_villages") ~= nil then
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-- LBM Registration
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-- Used to modify plotmarkers and replace them with advanced_npc:plotmarker_auto_spawner
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minetest.register_lbm({
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label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
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name = "advanced_npc:mg_villages_plotmarker_replacer",
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nodenames = {"mg_villages:plotmarker"},
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run_at_every_load = false,
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action = function(pos, node)
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-- Check if replacement is activated
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if npc.spawner.replace_activated then
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-- Replace mg_villages:plotmarker
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spawner.replace_mg_villages_plotmarker(pos)
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-- Set NPCs to spawn
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spawner.calculate_npc_spawning(pos)
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end
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end
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})
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-- minetest.register_lbm({
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-- label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
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-- name = "advanced_npc:mg_villages_plotmarker_replacer",
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-- nodenames = {"mg_villages:plotmarker"},
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-- run_at_every_load = false,
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-- action = function(pos, node)
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-- -- Check if replacement is activated
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-- if npc.spawner.replace_activated then
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-- -- Replace mg_villages:plotmarker
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-- spawner.replace_mg_villages_plotmarker(pos)
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-- -- Set NPCs to spawn
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-- spawner.calculate_npc_spawning(pos)
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-- end
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-- end
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-- })
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-- ABM Registration... for when LBM fails.
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minetest.register_abm({
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label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
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nodenames = {"mg_villages:plotmarker"},
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interval = npc.spawner.replacement_interval,
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chance = 1,
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chance = 5,
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catch_up = true,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- Check if replacement is activated
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