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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@ -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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