Occupations: Change building type format to be more flexible.
Spawner: Huge rework on logic to determine occupations. Warning! Completely incomprehensible code. Schedule: Improve schedule check enqueue and execution. Optimize walk_to_pos if used on distances < 3 Huge amounts of log cleanup. Places: Improve adding shared places. Improve orthogonal node scanning by using walkables and not one single node.
This commit is contained in:
parent
b02a78de6d
commit
db415dee97
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@ -56,7 +56,8 @@ npc.places.nodes = {
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},
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WORKPLACE_TYPE = {
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-- TODO: Do we have an advanced_npc workplace?
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"mg_villages:mob_workplace_marker"
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"mg_villages:mob_workplace_marker",
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"advanced_npc:workplace_marker"
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}
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}
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@ -102,13 +103,13 @@ function npc.places.add_owned(self, place_name, place_type, pos, access_node)
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self.places_map[place_name] = {type=place_type, pos=pos, access_node=access_node or pos, status="owned"}
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end
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function npc.places.add_owned_accessible_place(self, nodes, place_type)
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function npc.places.add_owned_accessible_place(self, nodes, place_type, walkables)
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for i = 1, #nodes do
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-- Check if node has owner
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if nodes[i].owner == "" then
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-- If node has no owner, check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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local empty_nodes = npc.places.find_orthogonal_accessible_node(
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nodes[i].node_pos, nil, 0, true, walkables)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Set owner to this NPC
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@ -127,27 +128,30 @@ end
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-- Override flag allows to overwrite a place in the places_map.
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-- The only valid use right now is for schedules - don't use this
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-- anywhere else unless you have a position that changes over time.
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function npc.places.add_shared_accessible_place(self, nodes, place_type, override)
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if not override then
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function npc.places.add_shared_accessible_place(self, nodes, place_type, override, walkables)
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if not override or (override and override == false) then
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for i = 1, #nodes do
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-- Check if not adding same owned place
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if nodes[i].owner ~= self.npc_id then
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-- Check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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local empty_nodes = npc.places.find_orthogonal_accessible_node(
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nodes[i].node_pos, nil, 0, true, walkables)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Assign node to NPC
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npc.places.add_shared(self, place_type..dump(i),
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place_type, nodes[i].node_pos, empty_nodes[1].pos)
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else
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npc.log("WARNING", "Found non-accessible place at pos: "..minetest.pos_to_string(nodes[i].node_pos))
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end
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end
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end
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elseif override then
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elseif override == true then
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-- Note: Nodes is only *one* node in case override = true
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-- Check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes.node_pos, {"air"}, 0)
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local empty_nodes = npc.places.find_orthogonal_accessible_node(
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nodes.node_pos, nil, 0, true, walkables)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Nodes is only one node
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@ -157,10 +161,31 @@ function npc.places.add_shared_accessible_place(self, nodes, place_type, overrid
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end
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end
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function npc.places.get_by_type(self, place_type)
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function npc.places.get_by_type(self, place_type, exact_match)
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local result = {}
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for _, place_entry in pairs(self.places_map) do
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if place_entry.type == place_type then
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-- Check if place_type matches any stored place
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-- local condition = false
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-- if exact_match then
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-- -- If no exact match, search if place_type is contained
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-- if exact_match == false then
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-- local s, _ = string.find(place_entry.type, place_type)
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-- if s ~= nil then
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-- condition = true
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-- end
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-- else
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-- -- Exact match
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-- if place_entry.type == place_type then
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-- condition = true
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-- end
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-- end
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-- end
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-- if condition == true
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local s, _ = string.find(place_entry.type, place_type)
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--minetest.log("place_entry: "..dump(place_entry))
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--minetest.log("place_type: "..dump(place_type))
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--minetest.log("S: "..dump(s))
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if s ~= nil then
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table.insert(result, place_entry)
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end
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end
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@ -187,6 +212,12 @@ end
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-- TODO: This function can be improved to support a radius greater than 1.
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function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
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-- Call the more generic function with appropriate params
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npc.places.find_orthogonal_accessible_node(pos, nodes, y_adjustment, nil, nil)
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end
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-- TODO: This function can be improved to support a radius greater than 1.
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function npc.places.find_orthogonal_accessible_node(pos, nodes, y_adjustment, include_walkables, extra_walkables)
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-- Calculate orthogonal points
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local points = {}
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table.insert(points, {x=pos.x+1,y=pos.y+y_adjustment,z=pos.z})
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@ -197,8 +228,20 @@ function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
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for _,point in pairs(points) do
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local node = minetest.get_node(point)
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--minetest.log("Found node: "..dump(node)..", at pos: "..dump(point))
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for _,node_name in pairs(nodes) do
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if node.name == node_name then
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-- Search for specific node names
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if nodes then
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for _,node_name in pairs(nodes) do
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if node.name == node_name then
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table.insert(result, {name=node.name, pos=point, param2=node.param2})
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end
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end
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else
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-- Search for air, walkable nodes, or any node availble in the extra_walkables array
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if node.name == "air"
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or (include_walkables == true
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and minetest.registered_nodes[node.name].walkable
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and minetest.registered_nodes[node.name].groups.fence ~= 1)
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or (extra_walkables and npc.utils.array_contains(extra_walkables, node.name)) then
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table.insert(result, {name=node.name, pos=point, param2=node.param2})
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end
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end
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@ -206,6 +249,7 @@ function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
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return result
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end
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-- Wrapper around minetest.find_nodes_in_area()
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-- TODO: Verify if this wrapper is actually needed
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function npc.places.find_node_in_area(start_pos, end_pos, type)
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@ -268,57 +312,57 @@ if minetest.get_modpath("mg_villages") ~= nil then
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result.building_type = result.building_data.typ
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end
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return result
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end
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end
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-- Pre-requisite: only run this function on mg_villages:plotmarker that has been adapted
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-- by using spawner.adapt_mg_villages_plotmarker
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function npc.places.get_all_workplaces_from_plotmarker(pos)
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local result = {}
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local meta = minetest.get_meta(pos)
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local pos_data = minetest.deserialize(meta:get_string("building_pos_data"))
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if pos_data then
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local workplaces = pos_data.workplaces
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if workplaces then
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-- Insert all workplaces in this plotmarker
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for i = 1, #workplaces do
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table.insert(result,
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{
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workplace=workplaces[i],
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building_type=meta:get_string("building_type"),
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-- Pre-requisite: only run this function on mg_villages:plotmarker that has been adapted
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-- by using spawner.adapt_mg_villages_plotmarker
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function npc.places.get_all_workplaces_from_plotmarker(pos)
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local result = {}
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local meta = minetest.get_meta(pos)
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local pos_data = minetest.deserialize(meta:get_string("building_pos_data"))
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if pos_data then
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local workplaces = pos_data.workplaces
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if workplaces then
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-- Insert all workplaces in this plotmarker
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for i = 1, #workplaces do
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table.insert(result,
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{
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workplace=workplaces[i],
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building_type=meta:get_string("building_type"),
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surrounding_workplace = false,
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node_pos= {
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x=workplaces[i].x,
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y=workplaces[i].y,
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z=workplaces[i].z
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}
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})
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end
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end
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end
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-- Check the other plotmarkers as well
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local nearby_plotmarkers = minetest.deserialize(meta:get_string("nearby_plotmarkers"))
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if nearby_plotmarkers then
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for i = 1, #nearby_plotmarkers do
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if nearby_plotmarkers[i].workplaces then
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-- Insert all workplaces in this plotmarker
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for j = 1, #nearby_plotmarkers[i].workplaces do
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--minetest.log("Nearby plotmarker workplace #"..dump(j)..": "..dump(nearby_plotmarkers[i].workplaces[j]))
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table.insert(result, {
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workplace=nearby_plotmarkers[i].workplaces[j],
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node_pos= {
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x=workplaces[i].x,
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y=workplaces[i].y,
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z=workplaces[i].z
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}
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})
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end
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end
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end
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-- Check the other plotmarkers as well
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local nearby_plotmarkers = minetest.deserialize(meta:get_string("nearby_plotmarkers"))
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if nearby_plotmarkers then
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for i = 1, #nearby_plotmarkers do
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if nearby_plotmarkers[i].workplaces then
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-- Insert all workplaces in this plotmarker
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for j = 1, #nearby_plotmarkers[i].workplaces do
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--minetest.log("Nearby plotmarker workplace #"..dump(j)..": "..dump(nearby_plotmarkers[i].workplaces[j]))
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table.insert(result, {
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workplace=nearby_plotmarkers[i].workplaces[j],
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building_type = nearby_plotmarkers[i].building_type,
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surrounding_workplace = true,
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node_pos = {
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x=nearby_plotmarkers[i].workplaces[j].x,
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y=nearby_plotmarkers[i].workplaces[j].y,
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z=nearby_plotmarkers[i].workplaces[j].z
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}
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x=nearby_plotmarkers[i].workplaces[j].x,
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y=nearby_plotmarkers[i].workplaces[j].y,
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z=nearby_plotmarkers[i].workplaces[j].z
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}
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})
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end
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end
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end
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end
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return result
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end
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end
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end
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end
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end
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return result
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end
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end
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-- This function will search for nodes of type plotmarker and,
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@ -353,11 +397,11 @@ function npc.places.find_plotmarkers(pos, radius, exclude_current_pos)
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def["building_type"] = data.building_type
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if data.building_pos_data then
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def["building_pos_data"] = data.building_pos_data
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def["workplaces"] = data.building_pos_data.workplaces
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def["workplaces"] = data.building_pos_data.workplaces
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end
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end
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-- Add building
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--minetest.log("Adding building: "..dump(def))
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end
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-- Add building
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--minetest.log("Adding building: "..dump(def))
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table.insert(result, def)
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end
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end
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@ -374,7 +418,7 @@ function npc.places.scan_area_for_usable_nodes(pos1, pos2)
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furnace_type = {},
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storage_type = {},
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openable_type = {},
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workplace_type = {}
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workplace_type = {}
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}
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local start_pos, end_pos = vector.sort(pos1, pos2)
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@ -384,17 +428,24 @@ function npc.places.scan_area_for_usable_nodes(pos1, pos2)
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result.storage_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.STORAGE_TYPE)
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result.openable_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.OPENABLE_TYPE)
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-- Find workplace nodes: if mg_villages:plotmarker is given a start pos, take it from there.
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-- If not, search for them.
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local node = minetest.get_node(pos1)
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if node.name == "mg_villages:plotmarker" then
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if npc.places.get_all_workplaces_from_plotmarker then
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result.workplace_type = npc.places.get_all_workplaces_from_plotmarker(pos1)
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end
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else
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-- Just search for workplace nodes
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result.workplace_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.WORKPLACE_TYPE)
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end
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-- Find workplace nodes: if mg_villages:plotmarker is given a start pos, take it from there.
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-- If not, search for them.
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local node = minetest.get_node(pos1)
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if node.name == "mg_villages:plotmarker" then
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if npc.places.get_all_workplaces_from_plotmarker then
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result.workplace_type = npc.places.get_all_workplaces_from_plotmarker(pos1)
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end
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else
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-- Just search for workplace nodes
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result.workplace_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.WORKPLACE_TYPE)
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-- Find out building type and add it to the result
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for i = 1, #result.workplace_type do
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local meta = minetest.get_meta(result.workplace_type[i].node_pos)
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local building_type = meta:get_string("building_type") or "none"
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minetest.log("Building type: "..dump(building_type))
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result.workplace_type[i]["building_type"] = building_type
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end
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end
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return result
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end
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147
npc.lua
147
npc.lua
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@ -48,7 +48,9 @@ npc.log_level = {
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INFO = true,
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WARNING = true,
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ERROR = true,
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DEBUG = false
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DEBUG = false,
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DEBUG_ACTION = false,
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DEBUG_SCHEDULE = false
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}
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npc.texture_check = {
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@ -474,9 +476,9 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
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-- If occupation name given, override properties with
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-- occupation values and initialize schedules
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if occupation_name and occupation_name ~= "" and ent.age == npc.age.adult then
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-- Set occupation name
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ent.occupation_name = occupation_name
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-- Override relevant values
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-- Set occupation name
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ent.occupation_name = occupation_name
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-- Override relevant values
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npc.occupations.initialize_occupation_values(ent, occupation_name)
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end
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@ -707,9 +709,10 @@ end
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-- This function removes the first action in the action queue
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-- and then executes it
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function npc.execute_action(self)
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npc.log("DEBUG_ACTION", "Current actions queue: "..dump(self.actions.queue))
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-- Check if an action was interrupted
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if self.actions.current_action_state == npc.action_state.interrupted then
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npc.log("DEBUG", "Re-inserting interrupted action for NPC: '"..dump(self.npc_name).."': "..dump(self.actions.state_before_lock.interrupted_action))
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npc.log("DEBUG_ACTION", "Re-inserting interrupted action for NPC: '"..dump(self.npc_name).."': "..dump(self.actions.state_before_lock.interrupted_action))
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-- Insert into queue the interrupted action
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table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
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-- Clear the action
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@ -731,17 +734,17 @@ function npc.execute_action(self)
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end
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-- Check if action is an schedule check
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if action_obj.action == "schedule_check" then
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-- Execute schedule check
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npc.schedule_check(self)
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-- Remove table entry
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table.remove(self.actions.queue, 1)
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-- Execute schedule check
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npc.schedule_check(self)
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-- Return
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return false
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end
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-- If the entry is a task, then push all this new operations in
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-- stack fashion
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if action_obj.is_task == true then
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npc.log("DEBUG", "Executing task for NPC '"..dump(self.npc_name).."': "..dump(action_obj))
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npc.log("DEBUG_ACTION", "Executing task for NPC '"..dump(self.npc_name).."': "..dump(action_obj))
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-- Backup current queue
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local backup_queue = self.actions.queue
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-- Remove this "task" action from queue
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@ -757,7 +760,7 @@ function npc.execute_action(self)
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table.insert(self.actions.queue, backup_queue[i])
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end
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else
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npc.log("DEBUG", "Executing action for NPC '"..dump(self.npc_name).."': "..dump(action_obj))
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npc.log("DEBUG_ACTION", "Executing action for NPC '"..dump(self.npc_name).."': "..dump(action_obj))
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-- Store the action that is being executed
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self.actions.state_before_lock.interrupted_action = action_obj
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-- Store current position
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@ -811,7 +814,7 @@ function npc.lock_actions(self)
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-- Freeze mobs_redo API
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self.freeze = false
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npc.log("DEBUG", "Locking NPC "..dump(self.npc_id).." actions")
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npc.log("DEBUG_ACTION", "Locking NPC "..dump(self.npc_id).." actions")
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end
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function npc.unlock_actions(self)
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@ -825,7 +828,7 @@ function npc.unlock_actions(self)
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self.freeze = true
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end
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npc.log("DEBUG", "Unlocked NPC "..dump(self.npc_id).." actions")
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npc.log("DEBUG_ACTION", "Unlocked NPC "..dump(self.npc_id).." actions")
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end
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---------------------------------------------------------------------------------------
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@ -1024,6 +1027,19 @@ function npc.add_schedule_check(self)
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table.insert(self.actions.queue, {action="schedule_check", args={}, is_task=false})
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end
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function npc.enqueue_schedule_action(self, entry)
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if entry.task ~= nil then
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-- Add task
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npc.add_task(self, entry.task, entry.args)
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elseif entry.action ~= nil then
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-- Add action
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npc.add_action(self, entry.action, entry.args)
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elseif entry.property ~= nil then
|
||||
-- Change NPC property
|
||||
npc.schedule_change_property(self, entry.property, entry.args)
|
||||
end
|
||||
end
|
||||
|
||||
-- Range: integer, radius in which nodes will be searched. Recommended radius is
|
||||
-- between 1-3
|
||||
-- Nodes: array of node names
|
||||
|
@ -1035,7 +1051,9 @@ end
|
|||
-- None-action: array of entries {action=<action_enum>, args={}}.
|
||||
-- Will be executed when no node is found.
|
||||
function npc.schedule_check(self)
|
||||
npc.log("DEBUG_SCHEDULE", "Prev Actions queue: "..dump(self.actions.queue))
|
||||
local range = self.schedules.current_check_params.range
|
||||
local walkable_nodes = self.schedules.current_check_params.walkable_nodes
|
||||
local nodes = self.schedules.current_check_params.nodes
|
||||
local actions = self.schedules.current_check_params.actions
|
||||
local none_actions = self.schedules.current_check_params.none_actions
|
||||
|
@ -1044,15 +1062,17 @@ function npc.schedule_check(self)
|
|||
-- Search nodes
|
||||
local found_nodes = npc.places.find_node_nearby(start_pos, nodes, range)
|
||||
-- Check if any node was found
|
||||
if found_nodes then
|
||||
npc.log("DEBUG_SCHEDULE", "Found nodes using radius: "..dump(found_nodes))
|
||||
if found_nodes and #found_nodes > 0 then
|
||||
-- Pick a random node to act upon
|
||||
local node_pos = found_nodes[math.random(1, #found_nodes)]
|
||||
local node = minetest.get_node(node_pos)
|
||||
-- Set node as a place
|
||||
-- Note: Code below isn't *adding* a node, but overwriting the
|
||||
-- place with "schedule_target_pos" place type
|
||||
npc.log("DEBUG_SCHEDULE", "Found "..dump(node.name).." at pos: "..minetest.pos_to_string(node_pos))
|
||||
npc.places.add_shared_accessible_place(
|
||||
self, node, npc.places.PLACE_TYPE.SCHEDULE.TARGET, true)
|
||||
self, {owner="", node_pos=node_pos}, npc.places.PLACE_TYPE.SCHEDULE.TARGET, true, walkable_nodes)
|
||||
-- Get actions related to node and enqueue them
|
||||
for i = 1, #actions[node.name] do
|
||||
local args = {}
|
||||
|
@ -1069,9 +1089,10 @@ function npc.schedule_check(self)
|
|||
-- otherwise
|
||||
args = {
|
||||
pos = node_pos,
|
||||
add_to_inventory = action[node.name][i].args.add_to_inventory or true,
|
||||
bypass_protection = action[node.name][i].args.bypass_protection or false
|
||||
add_to_inventory = actions[node.name][i].args.add_to_inventory or true,
|
||||
bypass_protection = actions[node.name][i].args.bypass_protection or false
|
||||
}
|
||||
npc.add_action(self, actions[node.name][i].action, args)
|
||||
elseif actions[node.name][i].action == npc.actions.cmd.PLACE then
|
||||
-- Position: providing node_pos is because the currently planned
|
||||
-- behavior for placing nodes is replacing digged nodes. A NPC farmer,
|
||||
|
@ -1081,16 +1102,29 @@ function npc.schedule_check(self)
|
|||
-- if not will be force-placed (item comes from thin air)
|
||||
-- Protection will be respected
|
||||
args = {
|
||||
pos = action[node.name][i].args.pos or node_pos,
|
||||
source = action[node.name][i].args.source or npc.actions.take_from_inventory_forced,
|
||||
node = action[node.name][i].args.node,
|
||||
bypass_protection = action[node.name][i].args.bypass_protection or false
|
||||
pos = actions[node.name][i].args.pos or node_pos,
|
||||
source = actions[node.name][i].args.source or npc.actions.take_from_inventory_forced,
|
||||
node = actions[node.name][i].args.node,
|
||||
bypass_protection = actions[node.name][i].args.bypass_protection or false
|
||||
}
|
||||
--minetest.log("Enqueue dig action with args: "..dump(args))
|
||||
npc.add_action(self, actions[node.name][i].action, args)
|
||||
elseif actions[node.name][i].action == npc.actions.cmd.ROTATE then
|
||||
-- Set arguments
|
||||
args = {
|
||||
dir = actions[node.name][i].dir,
|
||||
start_pos = actions[node.name][i].start_pos
|
||||
or {x=start_pos.x, y=node_pos.y, z=start_pos.z},
|
||||
end_pos = actions[node.name][i].end_pos or node_pos
|
||||
}
|
||||
-- Enqueue action
|
||||
npc.add_action(self, actions[node.name][i].action, args)
|
||||
elseif actions[node.name][i].action == npc.actions.cmd.WALK_STEP then
|
||||
-- Defaults: direction is calculated from start node to node_pos.
|
||||
-- Speed is default wandering speed. Target pos is node_pos
|
||||
-- Calculate dir if dir is random
|
||||
local dir = npc.actions.get_direction(start_pos, node_pos)
|
||||
minetest.log("actions: "..dump(actions[node.name][i]))
|
||||
if actions[node.name][i].args.dir == "random" then
|
||||
dir = math.random(0,7)
|
||||
elseif type(actions[node.name][i].args.dir) == "number" then
|
||||
|
@ -1101,57 +1135,76 @@ function npc.schedule_check(self)
|
|||
speed = actions[node.name][i].args.speed or npc.actions.one_nps_speed,
|
||||
target_pos = actions[node.name][i].args.target_pos or node_pos
|
||||
}
|
||||
elseif actions[node.name][i].action == npc.actions.cmd.WALK_TO_POS then
|
||||
npc.add_action(self, actions[node.name][i].action, args)
|
||||
elseif actions[node.name][i].task == npc.actions.cmd.WALK_TO_POS then
|
||||
-- Optimize walking -- since distances can be really short,
|
||||
-- a simple walk_step() action can do most of the times. For
|
||||
-- this, however, we need to calculate direction
|
||||
-- First of all, check distance
|
||||
if vector.distance(start_pos, node_pos) < 3 then
|
||||
local distance = vector.distance(start_pos, node_pos)
|
||||
if distance < 3 then
|
||||
-- Will do walk_step based instead
|
||||
action = npc.actions.cmd.WALK_STEP
|
||||
args = {
|
||||
dir = npc.actions.get_direction(start_pos, node_pos),
|
||||
speed = npc.actions.one_nps_speed,
|
||||
target_pos = node_pos
|
||||
}
|
||||
if distance > 1 then
|
||||
args = {
|
||||
dir = npc.actions.get_direction(start_pos, node_pos),
|
||||
speed = npc.actions.one_nps_speed
|
||||
}
|
||||
-- Enqueue walk step
|
||||
npc.add_action(self, npc.actions.cmd.WALK_STEP, args)
|
||||
end
|
||||
-- Add standing action to look at node
|
||||
npc.add_action(self, npc.actions.cmd.STAND,
|
||||
{dir = npc.actions.get_direction(self.object:getpos(), node_pos)}
|
||||
)
|
||||
else
|
||||
-- Set end pos to be node_pos
|
||||
args = {
|
||||
end_pos = actions[node.name][i].args.end_pos or node_pos,
|
||||
walkable = actions[node.name][i].args.walkable or {}
|
||||
walkable = actions[node.name][i].args.walkable or walkable_nodes or {}
|
||||
}
|
||||
-- Enqueue
|
||||
npc.add_task(self, actions[node.name][i].task, args)
|
||||
end
|
||||
elseif actions[node.name][i].action == npc.actions.cmd.USE_FURNACE then
|
||||
elseif actions[node.name][i].task == npc.actions.cmd.USE_FURNACE then
|
||||
-- Defaults: pos is node_pos. Freeze is true
|
||||
args = {
|
||||
pos = actions[node.name][i].args.pos or node_pos,
|
||||
item = actions[node.name][i].args.item,
|
||||
freeze = actions[node.name][i].args.freeze or true
|
||||
}
|
||||
npc.add_task(self, actions[node.name][i].task, args)
|
||||
else
|
||||
-- Action or task that is not supported for value calculation
|
||||
npc.enqueue_schedule_action(self, actions[node.name][i])
|
||||
end
|
||||
-- Enqueue actions
|
||||
npc.add_action(self, action or actions[node.name][i].action, args or actions[node.name][i].args)
|
||||
end
|
||||
-- Increase execution count
|
||||
self.schedules.current_check_params.execution_count =
|
||||
self.schedules.current_check_params.execution_count + 1
|
||||
-- Enqueue next schedule check
|
||||
if self.schedules.current_check_params.execution_count
|
||||
< self.schedules.current_check_params.execution_times then
|
||||
npc.add_schedule_check()
|
||||
npc.add_schedule_check(self)
|
||||
end
|
||||
-- Nodes found
|
||||
return true
|
||||
npc.log("DEBUG_SCHEDULE", "Actions queue: "..dump(self.actions.queue))
|
||||
else
|
||||
-- No nodes found, enqueue none_actions
|
||||
for i = 1, #none_actions do
|
||||
-- Add start_pos to none_actions
|
||||
none_actions[i].args["start_pos"] = start_pos
|
||||
-- Enqueue actions
|
||||
npc.add_action(self, none_actions[i].action, none_actions[i].args)
|
||||
end
|
||||
-- Increase execution count
|
||||
self.schedules.current_check_params.execution_count =
|
||||
self.schedules.current_check_params.execution_count + 1
|
||||
-- Enqueue next schedule check
|
||||
if self.schedules.current_check_params.execution_count
|
||||
< self.schedules.current_check_params.execution_times then
|
||||
npc.add_schedule_check()
|
||||
npc.add_schedule_check(self)
|
||||
end
|
||||
-- No nodes found
|
||||
return false
|
||||
npc.log("DEBUG_SCHEDULE", "Actions queue: "..dump(self.actions.queue))
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -1253,7 +1306,7 @@ mobs:register_mob("advanced_npc:npc", {
|
|||
local item = clicker:get_wielded_item()
|
||||
local name = clicker:get_player_name()
|
||||
|
||||
npc.log("INFO", "Right-clicked NPC: "..dump(self))
|
||||
npc.log("DEBUG", "Right-clicked NPC: "..dump(self))
|
||||
|
||||
-- Receive gift or start chat. If player has no item in hand
|
||||
-- then it is going to start chat directly
|
||||
|
@ -1371,7 +1424,7 @@ mobs:register_mob("advanced_npc:npc", {
|
|||
if self.actions.walking.is_walking == true then
|
||||
-- Move NPC to expected position to ensure not getting lost
|
||||
local pos = self.actions.walking.target_pos
|
||||
self.object:moveto({x=pos.x, y=pos.y-0.5, z=pos.z})
|
||||
self.object:moveto({x=pos.x, y=pos.y, z=pos.z})
|
||||
end
|
||||
-- Execute action
|
||||
self.freeze = npc.execute_action(self)
|
||||
|
@ -1395,18 +1448,18 @@ mobs:register_mob("advanced_npc:npc", {
|
|||
time = (time) - (time % 1)
|
||||
-- Check if there is a schedule entry for this time
|
||||
-- Note: Currently only one schedule is supported, for day 0
|
||||
minetest.log("Time: "..dump(time))
|
||||
npc.log("DEBUG_SCHEDULE", "Time: "..dump(time))
|
||||
local schedule = self.schedules.generic[0]
|
||||
if schedule ~= nil then
|
||||
-- Check if schedule for this time exists
|
||||
if schedule[time] ~= nil then
|
||||
npc.log("DEBUG", "Adding actions to action queue")
|
||||
npc.log("DEBUG_SCHEDULE", "Adding actions to action queue")
|
||||
-- Add to action queue all actions on schedule
|
||||
for i = 1, #schedule[time] do
|
||||
-- Check if schedule has a check function
|
||||
if schedule[time][i].check then
|
||||
-- Add parameters for check function and run for first time
|
||||
npc.log("DEBUG", "NPC "..dump(self.npc_name).." is starting check on "..minetest.pos_to_string(self.object:getpos()))
|
||||
npc.log("DEBUG", "NPC "..dump(self.npc_id).." is starting check on "..minetest.pos_to_string(self.object:getpos()))
|
||||
local check_params = schedule[time][i]
|
||||
-- Calculates how many times check will be executed
|
||||
local execution_times = check_params.count
|
||||
|
@ -1416,16 +1469,18 @@ mobs:register_mob("advanced_npc:npc", {
|
|||
-- Set current parameters
|
||||
self.schedules.current_check_params = {
|
||||
range = check_params.range,
|
||||
walkable_nodes = check_params.walkable_nodes,
|
||||
nodes = check_params.nodes,
|
||||
actions = check_params.actions,
|
||||
none_actions = check_params.none_actions,
|
||||
execution_count = 0,
|
||||
execution_times = execution_times
|
||||
}
|
||||
-- Execute check for the first time
|
||||
npc.schedule_check(self)
|
||||
-- Enqueue the schedule check
|
||||
npc.add_schedule_check(self)
|
||||
else
|
||||
npc.log("DEBUG", "Executing schedule entry: "..dump(schedule[time][i]))
|
||||
npc.log("DEBUG_SCHEDULE", "Executing schedule entry for NPC "..dump(self.npc_id)..": "
|
||||
..dump(schedule[time][i]))
|
||||
-- Run usual schedule entry
|
||||
-- Check chance
|
||||
local execution_chance = math.random(1, 100)
|
||||
|
@ -1466,12 +1521,12 @@ mobs:register_mob("advanced_npc:npc", {
|
|||
end
|
||||
-- Clear execution queue
|
||||
self.schedules.temp_executed_queue = {}
|
||||
npc.log("DEBUG", "New action queue: "..dump(self.actions))
|
||||
npc.log("DEBUG", "New action queue: "..dump(self.actions.queue))
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Check if lock can be released
|
||||
if (time % 1) > dtime then
|
||||
if (time % 1) > dtime + 0.1 then
|
||||
-- Release lock
|
||||
self.schedules.lock = false
|
||||
end
|
||||
|
|
|
@ -293,32 +293,42 @@ end
|
|||
-- This function scans all registered occupations and filter them by
|
||||
-- building type and surrounding building type, returning an array
|
||||
-- of occupation names (strings)
|
||||
-- BEWARE! Below this lines lies ugly, incomprehensible code!
|
||||
function npc.occupations.get_for_building(building_type, surrounding_building_types)
|
||||
local result = {}
|
||||
for name,def in pairs(npc.occupations.registered_occupations) do
|
||||
-- Check for empty or nil building types, in that case, any building
|
||||
if def.building_types == nil or def.building_types == {} then
|
||||
if def.building_types == nil or def.building_types == {}
|
||||
and def.surrounding_building_types == nil or def.surrounding_building_types == {} then
|
||||
--minetest.log("Empty")
|
||||
-- Empty building types, add to result
|
||||
table.insert(result, name)
|
||||
else
|
||||
elseif def.building_types ~= nil and #def.building_types > 0 then
|
||||
-- Check if building type is contained in the def's building types
|
||||
if npc.utils.array_contains(def.building_types, building_type) then
|
||||
-- Check for empty or nil surrounding building types
|
||||
if def.surrounding_building_types == nil
|
||||
or def.surrounding_building_types == {} then
|
||||
-- Add this occupation
|
||||
table.insert(result, name)
|
||||
else
|
||||
-- Check if surround type is included in the def
|
||||
if npc.utils.array_is_subset_of_array(
|
||||
def.surrounding_building_types,
|
||||
surrounding_building_types)
|
||||
or npc.utils.array_is_subset_of_array(
|
||||
surrounding_building_types,
|
||||
def.surrounding_building_types)
|
||||
then
|
||||
-- Add this occupation
|
||||
table.insert(result, name)
|
||||
table.insert(result, name)
|
||||
end
|
||||
end
|
||||
-- Check for empty or nil surrounding building types
|
||||
if def.surrounding_building_types ~= nil
|
||||
and #def.surrounding_building_types > 0 then
|
||||
-- -- Add this occupation
|
||||
-- --table.insert(result, name)
|
||||
-- else
|
||||
-- Surrounding buildings is not empty, loop though them and compare
|
||||
-- to the given ones
|
||||
for i = 1, #surrounding_building_types do
|
||||
for j = 1, #def.surrounding_building_types do
|
||||
-- Check if the definition's surrounding building type is the same
|
||||
-- as the given one
|
||||
if def.surrounding_building_types[j].type
|
||||
== surrounding_building_types[i].type then
|
||||
-- Check if the origin buildings contain the expected type
|
||||
if npc.utils.array_contains(def.surrounding_building_types[j].origin_building_types,
|
||||
surrounding_building_types[i].origin_building_type) then
|
||||
-- Add this occupation
|
||||
table.insert(result, name)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -342,7 +352,6 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
|
|||
npc.log("INFO", "Overriding NPC values using occupation '"..dump(occupation_name).."' values")
|
||||
|
||||
-- Initialize textures, else it will leave the current textures
|
||||
minetest.log("Texture entries: "..dump(table.getn(def.textures)))
|
||||
if def.textures and table.getn(def.textures) > 0 then
|
||||
self.selected_texture =
|
||||
npc.get_random_texture_from_array(self.sex, self.age, def.textures)
|
||||
|
|
346
spawner.lua
346
spawner.lua
|
@ -92,11 +92,11 @@ spawner.spawn_eggs = {}
|
|||
function npc.spawner.scan_area_for_spawn(start_pos, end_pos, player_name)
|
||||
local result = {
|
||||
building_type = "",
|
||||
building_plot_info = {},
|
||||
building_entrance = {},
|
||||
building_usable_nodes = {},
|
||||
building_npcs = {},
|
||||
building_npc_stats = {}
|
||||
plot_info = {},
|
||||
entrance = {},
|
||||
node_data = {},
|
||||
npcs = {},
|
||||
npc_stats = {}
|
||||
}
|
||||
|
||||
-- Set building_type
|
||||
|
@ -104,7 +104,7 @@ function npc.spawner.scan_area_for_spawn(start_pos, end_pos, player_name)
|
|||
-- Get min pos and max pos
|
||||
local minp, maxp = vector.sort(start_pos, end_pos)
|
||||
-- Set plot info
|
||||
result.building_plot_info = {
|
||||
result.plot_info = {
|
||||
-- TODO: Check this and see if it is accurate!
|
||||
xsize = maxp.x - minp.x,
|
||||
ysize = maxp.y - minp.y,
|
||||
|
@ -147,13 +147,13 @@ function npc.spawner.scan_area_for_spawn(start_pos, end_pos, player_name)
|
|||
if entrance then
|
||||
npc.log("INFO", "Found building entrance at: "..minetest.pos_to_string(entrance.node_pos))
|
||||
-- Set building entrance
|
||||
result.building_entrance = entrance
|
||||
result.entrance = entrance
|
||||
else
|
||||
npc.log("ERROR", "Unable to find building entrance!")
|
||||
end
|
||||
|
||||
-- Set node_data
|
||||
result.building_usable_nodes = usable_nodes
|
||||
result.node_data = usable_nodes
|
||||
|
||||
-- Initialize NPC stats
|
||||
-- Initialize NPC stats
|
||||
|
@ -171,7 +171,7 @@ function npc.spawner.scan_area_for_spawn(start_pos, end_pos, player_name)
|
|||
adult_total = 0,
|
||||
child_total = 0
|
||||
}
|
||||
result.building_npc_stats = npc_stats
|
||||
result.npc_stats = npc_stats
|
||||
|
||||
return result
|
||||
end
|
||||
|
@ -179,38 +179,48 @@ end
|
|||
---------------------------------------------------------------------------------------
|
||||
-- Spawning functions
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- This function attempts to determine an occupation for an NPC given:
|
||||
-- - The local building type (building NPC is spawning)
|
||||
-- - The surrounding workplaces' building types
|
||||
-- - The NPCs in the local building
|
||||
-- Lo and behold! In this function lies a code monster, smelly, incomprehensible..
|
||||
function npc.spawner.determine_npc_occupation(building_type, workplace_nodes, npcs)
|
||||
local surrounding_buildings_map = {}
|
||||
local current_building_map = {}
|
||||
local current_building_npc_occupations = {}
|
||||
local result = {}
|
||||
|
||||
-- Get all occupation names in the current building
|
||||
for i = 1, #npcs do
|
||||
if not npc.utils.array_contains(current_building_npc_occupations, npcs[i].occupation) then
|
||||
table.insert(current_building_npc_occupations, npcs[i].occupations)
|
||||
end
|
||||
end
|
||||
minetest.log("Occupation names in current building: "..dump(current_building_npc_occupations))
|
||||
-- Classify workplaces
|
||||
-- Classify workplaces into local and surrounding
|
||||
for i = 1, #workplace_nodes do
|
||||
local workplace = workplace_nodes[i]
|
||||
if workplace.surrounding_workplace == true then
|
||||
surrounding_buildings_map[workplace.building_type] = workplace
|
||||
table.insert(surrounding_buildings_map,
|
||||
{type=workplace.building_type, origin_building_type=building_type})
|
||||
else
|
||||
current_building_map[workplace.building_type] = workplace
|
||||
end
|
||||
end
|
||||
|
||||
minetest.log("Surrounding workplaces map: "..dump(surrounding_buildings_map))
|
||||
minetest.log("Current building type: "..dump(building_type))
|
||||
-- Get occupation names for the buildings
|
||||
local occupation_names = npc.occupations.get_for_building(
|
||||
building_type,
|
||||
npc.utils.get_map_keys(surrounding_buildings_map)
|
||||
surrounding_buildings_map
|
||||
)
|
||||
-----------------------
|
||||
npc.log("DEBUG, ""Found occupations: "..dump(occupation_names).."\nfor local building type: "
|
||||
..dump(building_type).."\nAnd surrounding building types: "..dump(surrounding_buildings_map))
|
||||
|
||||
-- Insert default occupation into result
|
||||
table.insert(result, {name=npc.occupations.basic_name, node={node_pos={}}})
|
||||
|
||||
---------------------------------------------------------------------------------------
|
||||
-- Determine occupation
|
||||
-----------------------
|
||||
---------------------------------------------------------------------------------------
|
||||
-- First of all, iterate through all names, discard the default basic occupation.
|
||||
-- Next, check if no-one in this builiding has this occupation name.
|
||||
-- Next, check if the workplace node has no data assigned to it.
|
||||
|
@ -219,37 +229,91 @@ function npc.spawner.determine_npc_occupation(building_type, workplace_nodes, np
|
|||
-- Note: Much more can be done here. This is a simplistic implementation,
|
||||
-- given this is already complicated enough. For example, existing NPCs' occupation
|
||||
-- can play a much more important role, not only taken in consideration for discarding.
|
||||
-- Beware: Incomprehensible code lies ahead
|
||||
for i = 1, #occupation_names do
|
||||
-- Check if this occupation name is the default occupation, and if it is, continue
|
||||
if occupation_names[i] ~= npc.occupations.basic_name then
|
||||
-- Check if someone already works on this
|
||||
if not npc.utils.array_contains(current_building_npc_occupations, occupation_names[i]) then
|
||||
if npc.utils.array_contains(current_building_npc_occupations, occupation_names[i]) == false then
|
||||
-- Check if someone else already has this occupation at the same workplace
|
||||
for j = 1, #workplace_nodes do
|
||||
-- Get building types from occupation
|
||||
local local_building_types =
|
||||
npc.occupations.registered_occupations[occupation_names[i]].building_type or {}
|
||||
npc.occupations.registered_occupations[occupation_names[i]].building_types or {}
|
||||
local surrounding_building_types =
|
||||
npc.occupations.registered_occupations[occupation_names[i]].surrounding_building_types or {}
|
||||
minetest.log("Occupation btype: "..dump(local_building_types))
|
||||
minetest.log("Surrounding btypes: "..dump(surrounding_building_types))
|
||||
-- Check the workplace_node is of any of those building_types
|
||||
if npc.utils.array_contains(local_building_types, workplace_nodes[j].building_type) or
|
||||
npc.utils.array_contains(surrounding_building_types, workplace_nodes[j].building_type) then
|
||||
minetest.log("Found corresponding node: "..dump(workplace_nodes[j]))
|
||||
npc.occupations.registered_occupations[occupation_names[i]].surrounding_building_types or {}
|
||||
|
||||
-- Attempt to match the occupation definition's local and surrounding types
|
||||
-- to the workplace node's building type.
|
||||
local local_building_match = false
|
||||
local surrounding_building_match = false
|
||||
|
||||
-- Check if there is building_type match between the def's local
|
||||
-- building_types and the current workplace node's building_type
|
||||
if #local_building_types > 0 then
|
||||
local_building_match =
|
||||
npc.utils.array_contains(local_building_types, workplace_nodes[j].building_type)
|
||||
end
|
||||
|
||||
-- Check if there is building_type match between the def's surrounding
|
||||
-- building_types and the current workplace node's building_type
|
||||
if #surrounding_building_types > 0 then
|
||||
for k = 1, #surrounding_building_types do
|
||||
if surrounding_building_types[k].type == workplace_nodes[j].building_type then
|
||||
surrounding_building_match = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Check if there was a match
|
||||
if local_building_match == true or surrounding_building_match == true then
|
||||
-- Match found, attempt to map this workplace node to the
|
||||
-- current occupation. How? Well, if the workplace isn't being
|
||||
-- used by another NPC, then, use it
|
||||
local meta = minetest.get_meta(workplace_nodes[j].node_pos)
|
||||
local worker_data = minetest.deserialize(meta:get_string("work_data") or "")
|
||||
npc.log("DEBUG", "Found worker data: "..dump(worker_data))
|
||||
-- If no worker data is found, then create it
|
||||
if not worker_data then
|
||||
return {name=occupation_names[i], node=workplace_nodes[j]}
|
||||
npc.log("INFO", "Found suitable occupation and workplace: "..dump(result))
|
||||
table.insert(result, {name=occupation_names[i], node=workplace_nodes[j]})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
return {name=npc.occupations.basic_name, node={}}
|
||||
|
||||
-- Determine result. Choose profession, how to do it?
|
||||
-- First, check previous NPCs' occupation.
|
||||
-- - If there is a NPC working at something, check the NPC count.
|
||||
-- - If count is less than three (only two NPCs), default_basic occupation.
|
||||
-- - If count is greater than two, assign any eligible occupation with 50% chance
|
||||
-- - If not NPC is working, choose an occupation that is not default_basic
|
||||
if #current_building_npc_occupations > 0 then
|
||||
for i = 1, #current_building_npc_occupations do
|
||||
if current_building_npc_occupations[i] ~= npc.occupations.basic_name then
|
||||
if #current_building_npc_occupations < 3 then
|
||||
-- Choose basic default occupation
|
||||
return result[1]
|
||||
elseif #current_building_npc_occupations > 2 then
|
||||
-- Choose any occupation
|
||||
return result[math.random(1, #result)]
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Check how many occupation names we have
|
||||
if #result == 1 then
|
||||
-- Choose basic default occupation
|
||||
return result[1]
|
||||
else
|
||||
-- Choose an occupation with equal chance each
|
||||
return result[math.random(2, #result)]
|
||||
end
|
||||
end
|
||||
-- By default, if nothing else works, return basic default occupation
|
||||
return result[1]
|
||||
end
|
||||
|
||||
-- This function is called when the node timer for spawning NPC
|
||||
|
@ -364,8 +428,9 @@ function npc.spawner.spawn_npc(pos, area_info, occupation_name, occupation_workp
|
|||
else
|
||||
npc.initialize(ent, pos, nil, nil, occupation)
|
||||
end
|
||||
-- If entrance and node_data are present, assign nodes
|
||||
if entrance and node_data then
|
||||
-- If node_data is present, assign nodes
|
||||
minetest.log("Node data: "..dump(node_data))
|
||||
if node_data then
|
||||
npc.spawner.assign_places(ent:get_luaentity(), entrance, node_data, pos)
|
||||
end
|
||||
-- Store spawned NPC data and stats into node
|
||||
|
@ -499,15 +564,20 @@ function npc.spawner.assign_places(self, entrance, node_data, pos)
|
|||
end
|
||||
|
||||
-- Assign workplace nodes
|
||||
-- Beware: More incomprehensibe code lies ahead!
|
||||
if #node_data.workplace_type > 0 then
|
||||
-- First, find the workplace_node that was marked
|
||||
for i = 1, #node_data.workplace_type do
|
||||
minetest.log("In assign places: workplace nodes: "..dump(node_data.workplace_type))
|
||||
minetest.log("Condition? "..dump(node_data.workplace_type[i].occupation
|
||||
and node_data.workplace_type[i].occupation == self.occupation_name))
|
||||
if node_data.workplace_type[i].occupation
|
||||
and node_data.workplace_type[i].occupation == self.occupation_name then
|
||||
-- Walkable nodes from occupation
|
||||
local walkables = npc.occupations.registered_occupations[self.occupation_name].walkable_nodes
|
||||
-- Found the node. Assign only this node to the NPC.
|
||||
npc.places.add_shared_accessible_place(self, {node_data.workplace_type[i]},
|
||||
npc.places.PLACE_TYPE.WORKPLACE.PRIMARY)
|
||||
npc.places.PLACE_TYPE.WORKPLACE.PRIMARY, false, walkables)
|
||||
-- Edit metadata of this workplace node to not allow it for other NPCs
|
||||
local meta = minetest.get_meta(node_data.workplace_type[i].node_pos)
|
||||
local work_data = {
|
||||
|
@ -517,9 +587,6 @@ function npc.spawner.assign_places(self, entrance, node_data, pos)
|
|||
npc.occupations.registered_occupations[self.occupation_name].allow_multiple_npcs_at_workplace
|
||||
}
|
||||
meta:set_string("work_data", minetest.serialize(work_data))
|
||||
--
|
||||
-- meta = minetest.get_meta(node_data.workplace_type[i].node_pos)
|
||||
-- minetest.log("Work data: "..dump(minetest.deserialize(meta:get_string("work_data"))))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -591,6 +658,139 @@ end
|
|||
-- and the plot, entrance and workplace of the NPC. All of these are optional
|
||||
-- and default values will be chosen whenever no input is provided.
|
||||
|
||||
-- This map holds the spawning position chosen by a player at a given time.
|
||||
spawner.spawn_pos = {}
|
||||
|
||||
-- Spawn egg (WIP)
|
||||
-- Use for manually spawning NPCs. Up to now, supports local occupations only.
|
||||
minetest.register_craftitem("advanced_npc:spawn_egg", {
|
||||
description = "NPC Spawner",
|
||||
inventory_image = "mobs_chicken_egg.png^(default_brick.png^[mask:mobs_chicken_egg_overlay.png)",
|
||||
on_place = function(itemstack, user, pointed_thing)
|
||||
-- Store spawn pos
|
||||
spawner.spawn_pos[user:get_player_name()] = pointed_thing.above
|
||||
|
||||
|
||||
|
||||
local occupation_names = npc.utils.get_map_keys(npc.occupations.registered_occupations)
|
||||
|
||||
local building_dropdown_string = "dropdown[0.5,0.75;6;building_type;"
|
||||
for i = 1, #npc.spawner.mg_villages_supported_building_types do
|
||||
building_dropdown_string = building_dropdown_string
|
||||
..npc.spawner.mg_villages_supported_building_types[i]..","
|
||||
end
|
||||
building_dropdown_string = building_dropdown_string..";1]"
|
||||
|
||||
-- Generate occupation dropdown
|
||||
local occupation_dropdown_string = "dropdown[0.5,1.95;6;occupation_name;"
|
||||
for i = 1, #occupation_names do
|
||||
occupation_dropdown_string = occupation_dropdown_string..occupation_names[i]..","
|
||||
end
|
||||
occupation_dropdown_string = occupation_dropdown_string..";1]"
|
||||
|
||||
local formspec = "size[7,7]"..
|
||||
"label[0.1,0.25;Building type]"..
|
||||
building_dropdown_string..
|
||||
"label[0.1,1.45;Occupation]"..
|
||||
occupation_dropdown_string..
|
||||
"button_exit[2.25,6.25;2.5,0.75;exit;Spawn]"
|
||||
|
||||
minetest.show_formspec(user:get_player_name(), "advanced_npc:spawn_egg_main", formspec)
|
||||
end
|
||||
})
|
||||
|
||||
-- This map holds the name of the player and the position of the workplace that
|
||||
-- he/she placed
|
||||
spawner.workplace_pos = {}
|
||||
|
||||
-- Manual workplace marker (WIP)
|
||||
-- Put this where a workplace for a NPC is. For example: in a cotton field,
|
||||
-- inside a church, etc.
|
||||
minetest.register_node("advanced_npc:workplace_marker", {
|
||||
description = "NPC Workplace Marker",
|
||||
tiles = {"default_stone.png"},
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
drawtype = "nodebox",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = {
|
||||
{-0.5+2/16, -0.5, -0.5+2/16, 0.5-2/16, -0.5+3/16, 0.5-2/16},
|
||||
},
|
||||
},
|
||||
groups = {cracky=1},
|
||||
after_place_node = function(pos, placer, itemstack, pointed_thing)
|
||||
local meta = minetest.get_meta(pos)
|
||||
meta:set_string("infotext", "Unconfigured workplace marker")
|
||||
end,
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
-- Read current value
|
||||
local meta = minetest.get_meta(pos)
|
||||
local building_type = meta:get_string("building_type") or ""
|
||||
-- Consider changing the field for a dropdown
|
||||
local formspec = "size[7,3]"..
|
||||
"label[0.1,0.25;Building type]"..
|
||||
"field[0.5,1;6.5,2;text;(farm_tiny, farm_full, house, church, etc.);"..building_type.."]"..
|
||||
"button_exit[2.25,2.25;2.5,0.75;exit;Proceed]"
|
||||
|
||||
workplace_pos[clicker:get_player_name()] = pos
|
||||
|
||||
minetest.show_formspec(clicker:get_player_name(), "advanced_npc:workplace_marker_formspec", formspec)
|
||||
end,
|
||||
})
|
||||
|
||||
-- Handle formspecs
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
|
||||
if formname then
|
||||
-- Handle spawn egg formspec
|
||||
if formname == "advanced_npc:spawn_egg_main" then
|
||||
if fields then
|
||||
-- Handle exit (spawn) button
|
||||
if fields.exit then
|
||||
local pos = spawner.spawn_pos[player:get_player_name()]
|
||||
local start_pos = {x=pos.x-20, y=pos.y-2, z=pos.z-20 }
|
||||
local end_pos = {x=pos.x+20, y=pos.y+2, z=pos.z+20 }
|
||||
|
||||
-- Scan for usable nodes
|
||||
local area_info = npc.spawner.scan_area_for_spawn(start_pos, end_pos, player:get_player_name())
|
||||
|
||||
-- Assign occupation
|
||||
local occupation_data = npc.spawner.determine_npc_occupation(
|
||||
fields.building_type or area_info.building_type,
|
||||
area_info.node_data.workplace_type,
|
||||
area_info.npcs)
|
||||
|
||||
-- Assign workplace node
|
||||
if occupation_data then
|
||||
for i = 1, #area_info.node_data.workplace_type do
|
||||
if area_info.node_data.workplace_type[i].node_pos == occupation_data.node.node_pos then
|
||||
-- Found node, mark it as being used by NPC
|
||||
area_info.node_data.workplace_type[i]["occupation"] = occupation_data.name
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Spawn NPC
|
||||
local metadata = npc.spawner.spawn_npc(pos, area_info, fields.occupation_name)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Handle workplace marker formspec
|
||||
if formname == "advanced_npc:workplace_marker_formspec" then
|
||||
if fields then
|
||||
local pos = workplace_pos[player:get_player_name()]
|
||||
if pos and fields.text then
|
||||
local meta = minetest.get_meta(pos)
|
||||
meta:set_string("building_type", fields.text)
|
||||
meta:set_string("infotext", fields.text.." (workplace)")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
|
||||
---------------------------------------------------------------------------------------
|
||||
-- Support code for mg_villages mods
|
||||
|
@ -602,9 +802,6 @@ if minetest.get_modpath("mg_villages") ~= nil then
|
|||
-- 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.bsizex
|
||||
local y_size = building_data.ysize
|
||||
|
@ -759,79 +956,23 @@ if minetest.get_modpath("mg_villages") ~= nil then
|
|||
|
||||
-- Node registration
|
||||
-- This node is currently a slightly modified mg_villages:plotmarker
|
||||
-- TODO: Change formspec to a more detailed one.
|
||||
minetest.override_item("mg_villages:plotmarker", {
|
||||
-- description = "Automatic NPC Spawner",
|
||||
-- drawtype = "nodebox",
|
||||
-- tiles = {"default_stone.png"},
|
||||
-- paramtype = "light",
|
||||
-- paramtype2 = "facedir",
|
||||
-- node_box = {
|
||||
-- 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},
|
||||
|
||||
-- TODO: Change formspec to a more detailed one.
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
-- 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))
|
||||
minetest.log("Replaced: "..dump(minetest.get_meta(pos):get_string("replaced")))
|
||||
-- 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")
|
||||
--minetest.log("NPC stats: "..dump(minetest.deserialize(minetest.get_meta(pos):get_string("npc_stats"))))
|
||||
|
||||
return mg_villages.plotmarker_formspec( pos, nil, {}, clicker )
|
||||
end,
|
||||
|
||||
-- on_receive_fields = function(pos, formname, fields, sender)
|
||||
-- return mg_villages.plotmarker_formspec( pos, formname, fields, sender );
|
||||
-- end,
|
||||
|
||||
on_timer = function(pos, elapsed)
|
||||
-- Adds timer support
|
||||
npc.spawner.spawn_npc_on_plotmarker(pos)
|
||||
end,
|
||||
|
||||
-- protect against digging
|
||||
-- can_dig = function(pos, player)
|
||||
-- local meta = minetest.get_meta(pos);
|
||||
-- if (meta and meta:get_string("village_id") ~= "" and meta:get_int("plot_nr") and meta:get_int("plot_nr") > 0 ) then
|
||||
-- return false;
|
||||
-- end
|
||||
-- return true;
|
||||
-- end
|
||||
})
|
||||
|
||||
-- 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
|
||||
-- })
|
||||
|
||||
-- ABM Registration
|
||||
-- Consider changing this to be on nodetimer
|
||||
minetest.register_abm({
|
||||
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
|
||||
nodenames = {"mg_villages:plotmarker"},
|
||||
|
@ -841,13 +982,6 @@ if minetest.get_modpath("mg_villages") ~= nil then
|
|||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
-- Check if replacement is needed
|
||||
local meta = minetest.get_meta(pos)
|
||||
if meta then
|
||||
-- minetest.log("------ Plotmarker metadata -------")
|
||||
-- local plot_nr = meta:get_int("plot_nr")
|
||||
-- local village_id = meta:get_string("village_id")
|
||||
-- minetest.log("Plot nr: "..dump(plot_nr)..", village ID: "..dump(village_id))
|
||||
-- minetest.log(dump(mg_villages.get_plot_and_building_data( village_id, plot_nr )))
|
||||
end
|
||||
if minetest.get_meta(pos):get_string("replaced") == "true" then
|
||||
return
|
||||
end
|
||||
|
@ -861,8 +995,6 @@ if minetest.get_modpath("mg_villages") ~= nil then
|
|||
|
||||
end
|
||||
|
||||
--minetest.register_alias_force("mg_villages:plotmarker", )
|
||||
|
||||
-- Chat commands to manage spawners
|
||||
minetest.register_chatcommand("restore_plotmarkers", {
|
||||
description = "Replaces all advanced_npc:plotmarker_auto_spawner with mg_villages:plotmarker in the specified radius.",
|
||||
|
|
Loading…
Reference in New Issue
Block a user