Actions: added experimental, still WIP path-finding code in Lua
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646b422082
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@ -19,13 +19,13 @@ function npc.actions.rotate(args)
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local yaw = 0
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self.rotate = 0
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if dir == npc.direction.north then
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yaw = 315
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yaw = 0
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elseif dir == npc.direction.east then
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yaw = 225
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yaw = (3 * math.pi) / 2
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elseif dir == npc.direction.south then
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yaw = 135
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yaw = math.pi
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elseif dir == npc.direction.west then
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yaw = 45
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yaw = math.pi / 2
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end
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self.object:setyaw(yaw)
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end
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@ -47,7 +47,7 @@ function npc.actions.walk_step(args)
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vel = {x=-1, y=0, z=0}
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end
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set_animation(self, "walk")
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npc.rotate({self=self, dir=dir})
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npc.actions.rotate({self=self, dir=dir})
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self.object:setvelocity(vel)
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end
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@ -83,3 +83,387 @@ function npc.actions.lay(args)
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y = npc.ANIMATION_LAY_END},
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self.animation.speed_normal, 0)
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end
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-- Inventory functions for players and for nodes
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-- This function is a convenience function to make it easy to put
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-- and get items from another inventory (be it a player inv or
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-- a node inv)
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function npc.actions.put_item_on_external_inventory(args)
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local self = args.self
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local player = args.player
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local pos = args.pos
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local inv_list = args.inv_list
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local item_name = args.item_name
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local count = args.count
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local is_furnace = args.is_furnace
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local inv
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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=pos})
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end
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-- Create ItemStack to put on external inventory
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local item = ItemStack(item_name.." "..count)
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-- Check if there is enough room to add the item on external invenotry
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if inv:room_for_item(inv_list, item) then
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-- Take item from NPC's inventory
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if npc.take_item_from_inventory_itemstring(self, item) then
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-- NPC doesn't have item and/or specified quantity
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return false
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end
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-- Add items to external inventory
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inv:add_item(inv_list, item)
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-- If this is a furnace, start furnace timer
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if is_furnace == true then
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minetest.get_node_timer(pos):start(1.0)
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end
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return true
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end
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-- Not able to put on external inventory
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return false
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end
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function npc.actions.take_item_from_external_inventory(args)
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local self = args.self
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local player = args.player
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local pos = args.pos
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local inv_list = args.inv_list
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local item_name = args.item_name
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local count = args.count
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local inv
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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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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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-- Check if there is enough of the item to take
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if inv:contains_item(inv_list, item) then
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-- Add item to NPC's inventory
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npc.add_item_to_inventory_itemstring(self, item)
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-- Add items to external inventory
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inv:remove_item(inv_list, item)
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return true
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end
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-- Not able to put on external inventory
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return false
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end
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---------------------------------------------------------------------------------------
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-- Tasks functionality
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---------------------------------------------------------------------------------------
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-- Tasks are operations that require many actions to perform. Basic tasks, like
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-- walking from one place to another, operating a furnace, storing or taking
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-- items from a chest, opening/closing doors, etc. are provided here.
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-- This function allows a NPC to use a furnace using only items from
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-- its own inventory. Fuel is not provided. Once the furnace is finished
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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 fuel
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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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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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player = nil,
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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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}
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minetest.log("Adding fuel action")
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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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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 = "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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is_furnace = true
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}
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minetest.log("Adding src action")
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npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
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return true
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end
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end
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-- Couldn't use the furnace due to lack of items
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return false
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end
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function npc.actions.walk_to_pos(self, end_pos)
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local start_pos = self.object:getpos()
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minetest.log("Starting pos: "..dump(start_pos))
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-- Use Minetest built-in pathfinding algorithm, A*
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local path = npc.actions.find_path({x=start_pos.x, y=start_pos.y-1, z=start_pos.z}, end_pos)
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if path ~= nil then
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minetest.log("Found path to node: "..dump(end_pos))
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for i = 1, #path do
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minetest.log("Path: (i) "..dump(path[i])..": Path i+1 "..dump(path[i+1]))
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local dir = npc.actions.get_direction(path[i].pos, path[i+1].pos)
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-- Add walk action to action queue
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npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
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if i+1 == #path then
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break
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end
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end
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end
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-- Add stand animation at end
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npc.add_action(self, npc.actions.stand, {self = self})
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end
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local function vector_add(p1, p2)
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return {x=p1.x+p2.x, y=p1.y+p2.y, z=p1.z+p2.z}
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end
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local function vector_diff(p1, p2)
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return {x=p1.x-p2.x, y=p1.y-p2.y, z=p1.z-p2.z}
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end
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local function vector_opposite(v)
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return vector.multiply(v, -1)
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end
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local function get_unit_dir_vector_based_on_diff(v)
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if math.abs(v.x) > math.abs(v.z) then
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return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0}
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elseif math.abs(v.z) > math.abs(v.x) then
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return {x=0, y=0, z=(v.z/math.abs(v.z)) * -1}
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elseif math.abs(v.x) == math.abs(v.z) then
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return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0}
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end
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end
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function npc.actions.get_direction(v1, v2)
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local dir = vector.subtract(v2, v1)
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if dir.x ~= 0 then
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if dir.x > 0 then
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return npc.direction.east
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else
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return npc.direction.west
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end
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elseif dir.z ~= 0 then
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if dir.z > 0 then
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return npc.direction.north
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else
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return npc.direction.south
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end
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end
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end
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DIFF_LIMIT = 125
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-- Finds paths ignoring vertical obstacles
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-- This function is recursive and attempts to move all the time on
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-- the direction that will definetely lead to the end position.
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local function find_path_recursive(start_pos, end_pos, path_nodes, last_dir, last_good_dir)
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minetest.log("Start pos: "..dump(start_pos))
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-- Find difference. The purpose of this is to weigh movement, attempting
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-- the largest difference first, or both if equal.
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local diff = vector_diff(start_pos, end_pos)
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minetest.log("Difference: "..dump(diff))
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-- End if difference is larger than max difference possible (limit)
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if math.abs(diff.x) > DIFF_LIMIT or math.abs(diff.z) > DIFF_LIMIT then
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-- Cannot find feasable path
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return nil
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end
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-- Determine direction to move
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local dir_vector = get_unit_dir_vector_based_on_diff(diff)
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minetest.log("Direction vector: "..dump(dir_vector))
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if last_good_dir ~= nil then
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dir_vector = last_good_dir
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end
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-- Get next position based on direction
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local next_pos = vector_add(start_pos, dir_vector)
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minetest.log("Next pos: "..dump(next_pos))
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-- Check if next_pos is actually within one block from the
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-- expected position. If so, finish
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local diff_to_end = vector_diff(next_pos, end_pos)
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if math.abs(diff_to_end.x) < 1 and math.abs(diff_to_end.y) < 1 and math.abs(diff_to_end.z) < 1 then
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minetest.log("Diff to end: "..dump(diff_to_end))
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table.insert(path_nodes, {pos=next_pos, type="E"})
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minetest.log("Found path to end.")
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return path_nodes
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end
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-- Check if movement is possible on the calculated direction
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local next_node = minetest.get_node(next_pos)
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-- If direction vector is opposite to the last dir, then do not attempt to walk into it
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minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
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local attempted_to_go_opposite = false
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if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
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attempted_to_go_opposite = true
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minetest.log("Last dir: "..dump(last_dir))
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minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
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end
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if minetest.registered_nodes[next_node.name].walkable == false
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and (not attempted_to_go_opposite) then
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table.insert(path_nodes, {pos=next_pos, type="W"})
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return find_path_recursive(next_pos, end_pos, path_nodes, nil, nil)
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else
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minetest.log("------------ Second attempt ------------")
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-- If not walkable, attempt turn into the other coordinate
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-- Store last good direction to retry at all times
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minetest.log("Last known good dir: "..dump(last_good_dir))
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local step = 0
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if last_good_dir == nil then
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last_good_dir = dir_vector
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if dir_vector.x == 0 then
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minetest.log("Choosing x direction")
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step = diff.x/math.abs(diff.x) * -1
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if diff.x == 0 then
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if last_dir ~= nil then
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step = last_dir.x
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else
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-- Set a default step to avoid locks
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step = 1
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end
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end
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dir_vector = {x = step, y = 0, z = 0}
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elseif dir_vector.z == 0 then
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minetest.log("Choosing z direction")
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step = diff.z/math.abs(diff.z) * -1
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minetest.log("Step: "..dump(step)..". Diff: "..dump(diff))
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minetest.log("Last dir: ".. dump(last_dir))
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if diff.z == 0 then
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if last_dir ~= nil then
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step = last_dir.z
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else
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-- Set a default step to avoid locks
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step = 1
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end
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end
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dir_vector = {x = 0, y = 0, z = step}
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end
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minetest.log("Re-calculated dir vector: "..dump(dir_vector))
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next_pos = vector.add(start_pos, dir_vector)
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else
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dir_vector = last_good_dir
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if dir_vector.x == 0 then
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minetest.log("Moving into x direction")
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step = last_dir.x
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elseif dir_vector.z == 0 then
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minetest.log("Moving into z direction")
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step = last_dir.z
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end
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dir_vector = last_dir
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next_pos = vector.add(start_pos, dir_vector)
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end
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-- if dir_vector.x == 0 then
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-- minetest.log("Moving into x direction")
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-- local step = diff.x/math.abs(diff.x) * -1
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-- if diff.x == 0 then
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-- -- If the difference for x with end position is zero, then try
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-- -- to move in the last known direction
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-- if last_dir ~= nil then
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-- step = last_dir.x
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-- end
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-- end
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-- next_pos = {x = start_pos.x + step, y = start_pos.y, z = start_pos.z}
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-- dir_vector = {x = step, y = 0, z = 0}
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-- elseif dir_vector.z == 0 then
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-- minetest.log("Moving into z direction")
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-- local step = diff.z/math.abs(diff.z) * -1
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-- if diff.z == 0 then
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-- -- If the difference for z with end position is zero, then try
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-- -- to move in the last known direction
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-- if last_dir ~= nil then
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-- step = last_dir.z
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-- end
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-- end
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-- next_pos = {x = start_pos.x, y = start_pos.y, z = start_pos.z + step}
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-- dir_vector = {x = 0, y = 0, z = step}
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-- end
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minetest.log("Next calculated position: "..dump(next_pos))
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-- Check if new node is walkable
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next_node = minetest.get_node(next_pos)
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minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
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if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
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attempted_to_go_opposite = true
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minetest.log("Last dir: "..dump(last_dir))
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minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
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end
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if minetest.registered_nodes[next_node.name].walkable == false then
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table.insert(path_nodes, {pos=next_pos, type="W"})
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return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir)
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else
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last_good_dir = dir_vector
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minetest.log("------------ Third attempt ------------")
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-- If not walkable, then try the next node
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if dir_vector.x ~= 0 then
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minetest.log("Move into opposite z dir")
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dir_vector = get_unit_dir_vector_based_on_diff(start_pos, diff)
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vector.multiply(dir_vector, -1)
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elseif dir_vector.z ~= 0 then
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minetest.log("Move into opposite x dir")
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dir_vector = get_unit_dir_vector_based_on_diff(start_pos, diff)
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vector.multiply(dir_vector, -1)
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end
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minetest.log("New direction: "..dump(dir_vector))
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next_pos = vector_add(start_pos, dir_vector)
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minetest.log("New next_pos: "..dump(next_pos))
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next_node = minetest.get_node(next_pos)
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minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
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-- if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
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-- attempted_to_go_opposite = true
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-- minetest.log("Last dir: "..dump(last_dir))
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-- minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
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-- end
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if minetest.registered_nodes[next_node.name].walkable == false then
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--and (not attempted_to_go_opposite) then
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table.insert(path_nodes, {pos=next_pos, type="W"})
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return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir)
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else
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--return back, opposite of last dir. For now return nil as this code is not
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-- good
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return nil
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-- minetest.log("Have to go back")
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-- local return_dir = vector_opposite(last_dir)
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-- -- If it is returning back already, continue on that direction
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-- if attempted_to_go_opposite then
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-- return_dir = last_dir
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-- end
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-- minetest.log("Opposite dir: "..dump(return_dir))
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-- next_pos = vector_add(start_pos, return_dir)
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-- minetest.log("Calculated pos: "..dump(next_pos))
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-- return find_path(next_pos, end_pos, return_dir)
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end
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end
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end
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end
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function npc.actions.find_path(start_pos, end_pos)
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return find_path_recursive(start_pos, end_pos, {}, nil, nil)
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end
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@ -36,7 +36,7 @@ npc.places.PLACE_TYPE = {
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}
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function npc.places.add(self, place_name, place_type, pos)
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function npc.places.add_public(self, place_name, place_type, pos)
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self.places_map[place_name] = {type=place_type, pos=pos}
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end
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@ -77,6 +77,11 @@ function npc.places.find_new_nearby(self, type, radius)
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local end_pos = {x=current_pos.x + radius, y=current_pos.y + 1, z=current_pos.z + radius}
|
||||
-- Get nodes
|
||||
local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
|
||||
|
||||
|
||||
return nodes
|
||||
end
|
||||
|
||||
function npc.places.find_in_area(start_pos, end_pos, type)
|
||||
local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
|
||||
return nodes
|
||||
end
|
73
npc.lua
73
npc.lua
@ -76,7 +76,6 @@ function npc.add_item_to_inventory(self, item_name, count)
|
||||
local existing_item = npc.inventory_contains(self, item_name)
|
||||
if existing_item ~= nil and existing_item.item_string ~= nil then
|
||||
-- NPC already has item. Get count and see
|
||||
minetest.log("What is this? "..dump(existing_item))
|
||||
local existing_count = npc.get_item_count(existing_item.item_string)
|
||||
if (existing_count + count) < npc.INVENTORY_ITEM_MAX_STACK then
|
||||
-- Set item here
|
||||
@ -136,7 +135,7 @@ function npc.take_item_from_inventory(self, item_name, count)
|
||||
local existing_item = npc.inventory_contains(self, item_name)
|
||||
if existing_item ~= nil then
|
||||
-- Found item
|
||||
local existing_count = get_item_count(existing_item.item_string)
|
||||
local existing_count = npc.get_item_count(existing_item.item_string)
|
||||
local new_count = existing_count
|
||||
if existing_count - count < 0 then
|
||||
-- Remove item first
|
||||
@ -146,7 +145,11 @@ function npc.take_item_from_inventory(self, item_name, count)
|
||||
return item_name.." "..tostring(new_count)
|
||||
else
|
||||
new_count = existing_count - count
|
||||
self.inventory[existing_item.slot] = item_name.." "..new_count
|
||||
if new_count == 0 then
|
||||
self.inventory[existing_item.slot] = ""
|
||||
else
|
||||
self.inventory[existing_item.slot] = item_name.." "..new_count
|
||||
end
|
||||
return item_name.." "..tostring(count)
|
||||
end
|
||||
else
|
||||
@ -162,57 +165,6 @@ function npc.take_item_from_inventory_itemstring(self, item_string)
|
||||
npc.take_item_from_inventory(self, item_name, item_count)
|
||||
end
|
||||
|
||||
-- Inventory functions for players and for nodes
|
||||
-- This function is a convenience function to make it easy to put
|
||||
-- and get items from another inventory (be it a player inv or
|
||||
-- a node inv)
|
||||
function npc.put_item_on_external_inventory(player, pos, inv_list, item_name, count)
|
||||
local inv
|
||||
if player_name ~= nil then
|
||||
inv = minetest.get_inventory({type="player", name=player:get_player_name()})
|
||||
else
|
||||
inv = minetest.get_inventory({type="node", pos})
|
||||
end
|
||||
-- Create ItemSTack to put on external inventory
|
||||
local item = ItemStack(item_name.." "..count)
|
||||
-- Check if there is enough room to add the item on external invenotry
|
||||
if inv:room_for_item(inv_list, price_stack) then
|
||||
-- Take item from NPC's inventory
|
||||
if npc.take_item_from_inventory_itemstring(self, item) then
|
||||
-- NPC doesn't have item and/or specified quantity
|
||||
return false
|
||||
end
|
||||
-- Add items to external inventory
|
||||
inv:add_item(inv_list, item)
|
||||
|
||||
return true
|
||||
end
|
||||
-- Not able to put on external inventory
|
||||
return false
|
||||
end
|
||||
|
||||
function npc.take_item_from_external_inventory(player, pos, item_name, count)
|
||||
local inv
|
||||
if player_name ~= nil then
|
||||
inv = minetest.get_inventory({type="player", name=player:get_player_name()})
|
||||
else
|
||||
inv = minetest.get_inventory({type="node", pos})
|
||||
end
|
||||
-- Create ItemSTack to take from external inventory
|
||||
local item = ItemStack(item_name.." "..count)
|
||||
-- Check if there is enough of the item to take
|
||||
if inv:contains_item(inv_list, item) then
|
||||
-- Add item to NPC's inventory
|
||||
npc.add_item_to_inventory_itemstring(self, item)
|
||||
-- Add items to external inventory
|
||||
inv:remove_item(inv_list, item)
|
||||
|
||||
return true
|
||||
end
|
||||
-- Not able to put on external inventory
|
||||
return false
|
||||
end
|
||||
|
||||
-- Dialogue functions
|
||||
function npc.start_dialogue(self, clicker, show_married_dialogue)
|
||||
|
||||
@ -233,7 +185,7 @@ function npc.add_action(self, action, arguments)
|
||||
self.freeze = true
|
||||
minetest.log("Current Pos: "..dump(self.object:getpos()))
|
||||
local action_entry = {action=action, args=arguments}
|
||||
minetest.log(dump(action_entry))
|
||||
--minetest.log(dump(action_entry))
|
||||
table.insert(self.actions.queue, action_entry)
|
||||
end
|
||||
|
||||
@ -316,7 +268,7 @@ local function npc_spawn(self, pos)
|
||||
local ent = self:get_luaentity()
|
||||
|
||||
-- Set name
|
||||
ent.nametag = "Kio"
|
||||
ent.nametag = ""
|
||||
|
||||
-- Set ID
|
||||
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
|
||||
@ -394,6 +346,10 @@ local function npc_spawn(self, pos)
|
||||
ent.places_map = {}
|
||||
|
||||
-- Temporary initialization of actions for testing
|
||||
local nodes = npc.places.find_new_nearby(ent, {"default:furnace"}, 20)
|
||||
npc.add_action(ent, npc.actions.stand, {self = ent})
|
||||
npc.add_action(ent, npc.actions.stand, {self = ent})
|
||||
npc.actions.walk_to_pos(ent, nodes[1])
|
||||
-- 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})
|
||||
@ -436,7 +392,8 @@ mobs:register_mob("advanced_npc:npc", {
|
||||
hp_min = 10,
|
||||
hp_max = 20,
|
||||
armor = 100,
|
||||
collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
|
||||
--collisionbox = {-0.35, -1.0, -0.5, 0.35, 0.8, 0.25},
|
||||
collisionbox = {-0.35, -1.0, -0.15, 0.35, 0.8, 0.35},
|
||||
visual = "mesh",
|
||||
mesh = "character.b3d",
|
||||
drawtype = "front",
|
||||
@ -555,7 +512,7 @@ mobs:register_mob("advanced_npc:npc", {
|
||||
relationship.points = relationship.points - 1
|
||||
end
|
||||
relationship.relationship_decrease_timer_value = 0
|
||||
minetest.log(dump(self))
|
||||
--minetest.log(dump(self))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -27,6 +27,7 @@ npc.trade.prices.table["default:stone"] = {tier = npc.trade.prices.curre
|
||||
npc.trade.prices.table["farming:seed_cotton"] = {tier = npc.trade.prices.currency.tier3, count = 3}
|
||||
npc.trade.prices.table["farming:seed_wheat"] = {tier = npc.trade.prices.currency.tier3, count = 3}
|
||||
npc.trade.prices.table["default:clay_lump"] = {tier = npc.trade.prices.currency.tier3, count = 3}
|
||||
npc.trade.prices.table["default:wood"] = {tier = npc.trade.prices.currency.tier3, count = 3}
|
||||
npc.trade.prices.table["mobs:meat_raw"] = {tier = npc.trade.prices.currency.tier3, count = 4}
|
||||
npc.trade.prices.table["default:sapling"] = {tier = npc.trade.prices.currency.tier3, count = 5}
|
||||
npc.trade.prices.table["mobs:meat"] = {tier = npc.trade.prices.currency.tier3, count = 5}
|
||||
|
@ -18,11 +18,11 @@ npc.trade.results = {
|
||||
-- Casual trader NPC dialogues definition
|
||||
-- Casual buyer
|
||||
npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
|
||||
text = "I'm looking to buy some items, are you interested?",
|
||||
text = "I'm looking to buy some items, are you interested?",
|
||||
casual_trade_type = npc.trade.OFFER_BUY,
|
||||
responses = {
|
||||
[1] = {
|
||||
text = "Yes, let's see what are you looking for",
|
||||
text = "Yes, let's see what you are looking for",
|
||||
action_type = "function",
|
||||
response_id = 1,
|
||||
action = function(self, player)
|
||||
|
Loading…
Reference in New Issue
Block a user