Add workplaces support.

Places:
Workplaces are now usable nodes.
Plotmarkers around a building can be scanned and their information stored into current plotmarker.
Slightly optimize plotmarker search.
Occupations:
Add test "priest" occupation definition.
Fix lots of bugs in initialization code.
Spawner:
Add ability to determine occupation name out of surrounding workplaces.
Assign occupation to spawned NPC using simple algorithm.
Others:
Reduce log noise a bit.
Fix some warnings.
This commit is contained in:
Hector Franqui
2017-08-29 14:54:57 -04:00
parent 59bb430e62
commit df56e44bbd
5 changed files with 1093 additions and 988 deletions

View File

@ -70,6 +70,9 @@
-- -- items and the specified count, or, a count between min and max
-- -- when the entry contains random=true
-- -- If left empty, it will initialize with random items.
-- initial_trader_status = "",
-- -- String that specifies initial trader value. Valid values are:
-- -- "casual", "trader", "none"
-- schedules_entries = {},
-- -- This is a table of tables in the following format:
-- -- {
@ -95,6 +98,9 @@ local occupations = {}
-- The key is the name of the occupation.
npc.occupations.registered_occupations = {}
-- Basic occupation name
npc.occupations.basic_name = "default_basic"
-- This is the basic occupation definition, this is for all NPCs that
-- don't have a specific occupation. It serves as an example.
npc.occupations.basic_def = {
@ -110,15 +116,15 @@ npc.occupations.basic_def = {
[7] = {
-- Get out of bed
[1] = {task = npc.actions.cmd.USE_BED, args = {
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.GET_UP
}
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.GET_UP
}
},
-- Walk to home inside
[2] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
},
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
},
chance = 75
},
-- Allow mobs_redo wandering
@ -128,9 +134,9 @@ npc.occupations.basic_def = {
[8] = {
-- Walk to outside of home
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
walkable = {}
},
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
walkable = {}
},
chance = 75
},
-- Allow mobs_redo wandering
@ -140,36 +146,36 @@ npc.occupations.basic_def = {
[12] = {
-- Walk to a sittable node
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = {place_type=npc.places.PLACE_TYPE.SITTABLE.PRIMARY, use_access_node=true},
walkable = {"cottages:bench"}
},
end_pos = {place_type=npc.places.PLACE_TYPE.SITTABLE.PRIMARY, use_access_node=true},
walkable = {"cottages:bench"}
},
chance = 75
},
-- Sit on the node
[2] = {task = npc.actions.cmd.USE_SITTABLE, args = {
pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
action = npc.actions.const.sittable.SIT
},
pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
action = npc.actions.const.sittable.SIT
},
depends = {1}
},
-- Stay put into place
[3] = {action = npc.actions.cmd.SET_INTERVAL, args = {
freeze = true,
interval = 35
},
freeze = true,
interval = 35
},
depends = {2}
},
[4] = {action = npc.actions.cmd.SET_INTERVAL, args = {
freeze = true,
interval = npc.actions.default_interval
},
freeze = true,
interval = npc.actions.default_interval
},
depends = {3}
},
-- Get up from sit
[5] = {action = npc.actions.cmd.USE_SITTABLE, args = {
pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
action = npc.actions.const.sittable.GET_UP
},
pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
action = npc.actions.const.sittable.GET_UP
},
depends = {4}
}
},
@ -177,21 +183,21 @@ npc.occupations.basic_def = {
[13] = {
-- Give NPC money to buy from player
[1] = {property = npc.schedule_properties.put_multiple_items, args = {
itemlist = {
{name="default:iron_lump", random=true, min=2, max=4}
}
},
itemlist = {
{name="default:iron_lump", random=true, min=2, max=4}
}
},
chance = 75
},
-- Change trader status to "trader"
[2] = {property = npc.schedule_properties.trader_status, args = {
status = npc.trade.TRADER
},
status = npc.trade.TRADER
},
chance = 75
},
[3] = {property = npc.schedule_properties.can_receive_gifts, args = {
can_receive_gifts = false
},
can_receive_gifts = false
},
depends = {1}
},
-- Allow mobs_redo wandering
@ -201,19 +207,19 @@ npc.occupations.basic_def = {
[18] = {
-- Change trader status to "none"
[1] = {property = npc.schedule_properties.trader_status, args = {
status = npc.trade.NONE
}
status = npc.trade.NONE
}
},
-- Enable gift receiving again
[2] = {property = npc.schedule_properties.can_receive_gifts, args = {
can_receive_gifts = true
}
can_receive_gifts = true
}
},
-- Get inside home
[3] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
}
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
}
},
-- Allow mobs_redo wandering
[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
@ -221,15 +227,15 @@ npc.occupations.basic_def = {
-- Schedule entry for 10 in the evening
[22] = {
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
walkable = {}
}
end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
walkable = {}
}
},
-- Use bed
[2] = {task = npc.actions.cmd.USE_BED, args = {
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.LAY
}
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
action = npc.actions.const.beds.LAY
}
},
-- Stay put on bed
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
@ -249,7 +255,7 @@ end
-- of occupation names (strings)
function npc.occupations.get_for_building(building_type, surrounding_building_types)
local result = {}
for name,def in pairs(npc.registered_occupations) do
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
-- Empty building types, add to result
@ -259,13 +265,18 @@ function npc.occupations.get_for_building(building_type, surrounding_building_ty
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
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) then
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)
end
@ -294,16 +305,20 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
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)
npc.get_random_texture_from_array(self.sex, self.age, def.textures)
-- Set texture if it found for sex and age
minetest.log("No textures found for sex "..dump(self.sex).." and age "..dump(self.age))
if self.selected_texture then
-- Set texture and base texture
self.textures = self.selected_texture
self.base_texture = self.selected_texture
-- Refresh entity
self.object:set_properties(self)
-- If an array was returned, select a random texture from it
if type(self.selected_texture) == "table" then
local selected_texture = self.selected_texture[math.random(1, #self.selected_texture)]
self.selected_texture = selected_texture
end
-- Set texture and base texture
self.textures = {self.selected_texture}
self.base_texture = {self.selected_texture }
-- Assign sex based on texture
self.sex = npc.assign_sex_from_texture(self)
-- Refresh entity
self.object:set_properties(self)
end
-- Initialize inventory
@ -321,16 +336,17 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
end
-- Initialize dialogues
if def.dialogues and table.getn(def.dialogues) > 0 then
if def.dialogues then
local dialogue_keys = {}
-- Check which type of dialogues we have
if def.dialogues.type == "given" then
-- We have been given the dialogues, so def.dialogues.data contains
-- an array of dialogues
for _, dialogue in def.dialogues.data do
for _, dialogue in pairs(def.dialogues.data) do
-- Add to the dialogue tags the "occupation name"
table.insert(dialogue.tags, occupation_name)
-- Register dialogue
npc.log("INFO", "Registering dialogue for occupation "..dump(occupation_name)..": "..dump(dialogue))
local key = npc.dialogue.register_dialogue(dialogue)
-- Add key to set of dialogue keys
table.insert(dialogue_keys, key)
@ -340,7 +356,7 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
-- an array of dialogues and def.dialogues.tags contains an array of
-- tags that we will use to search
-- Register dialogues
for _, dialogue in def.dialogues.data do
for _, dialogue in pairs(def.dialogues.data) do
-- Add to the dialogue tags the "occupation name"
table.insert(dialogue.tags, occupation_name)
-- Register dialogue
@ -351,7 +367,7 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
-- Find dialogues using tags
local dialogues = npc.search_dialogue_by_tags(def.dialogues.tags, true)
-- Add keys to set of dialogue keys
for _, key in npc.utils.get_map_keys(dialogues) do
for _, key in pairs(npc.utils.get_map_keys(dialogues)) do
table.insert(dialogue_keys, key)
end
elseif def.dialogues.type == "tags" then
@ -368,16 +384,21 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
max_dialogue_count = def.dialogues.max_count
end
-- Add dialogues to the normal dialogues for NPC
self.dialogues.normal = {}
for i = 1, max_dialogue_count do
self.dialogues.normal[i] = dialogue_keys[i]
end
self.dialogues.normal = dialogue_keys
-- for i = 1, max_dialogue_count do
-- self.dialogues.normal[i] = dialogue_keys[i]
-- end
end
-- Initialize trader status
if def.initial_trader_status then
self.trader_data.trader_status = def.initial_trader_status
end
-- Initialize schedule entries
if def.schedules_entries and table.getn(npc.utils.get_map_keys(def.schedules_entries)) > 0 then
-- Create schedule in NPC
npc.create_schedule(self, npc.schedule_types.generic, 0)
npc.create_schedule(self, npc.schedule_types.generic, 0)
-- Traverse schedules
for time, entries in pairs(def.schedules_entries) do
-- Add schedule entry for each time