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:
parent
59bb430e62
commit
df56e44bbd
@ -302,7 +302,7 @@ if minetest.get_modpath("mg_villages") ~= nil then
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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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--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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@ -328,7 +328,7 @@ function npc.places.find_plotmarkers(pos, radius, exclude_current_pos)
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local result = {}
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local start_pos = {x=pos.x - radius, y=pos.y - 1, z=pos.z - radius}
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local end_pos = {x=pos.x + radius, y=pos.y + 1, z=pos.z + radius}
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local nodes = minetest.find_nodes_in_area_under_air(start_pos, end_pos,
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local nodes = minetest.find_nodes_in_area(start_pos, end_pos,
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npc.places.nodes.PLOTMARKER_TYPE)
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-- Scan nodes
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for i = 1, #nodes do
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@ -357,7 +357,7 @@ function npc.places.find_plotmarkers(pos, radius, exclude_current_pos)
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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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--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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@ -1,24 +1,28 @@
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-- Occupations definitions
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-- Register default occupation
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npc.occupations.register_occupation("default_basic", npc.occupations.basic_def)
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npc.occupations.register_occupation(npc.occupations.basic_name, npc.occupations.basic_def)
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-- Test priest
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npc.occupations.register_occupation("test_priest", {
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dialogues = {
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type = "given",
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data = {
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{
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text = "How are you today my child?",
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tags = "male"
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tags = {"male"}
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}
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}
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},
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textures = {
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"npc_male_priest.png"
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},
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initial_inventory = {
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"farming:bread 1"
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{name="farming:bread", count=1}
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},
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initial_trader_status = npc.trade.NONE,
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building_types = {
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"home"
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"hut", "house", "farm_tiny", "lumberjack"
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},
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surrounding_building_types = {
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"church"
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40
npc.lua
40
npc.lua
@ -120,6 +120,14 @@ local function is_female_texture(textures)
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return false
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end
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function npc.assign_sex_from_texture(self)
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if is_female_texture(self.base_texture) then
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return npc.FEMALE
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else
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return npc.MALE
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end
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end
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local function get_random_texture(sex, age)
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local textures = {}
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local filtered_textures = {}
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@ -179,7 +187,9 @@ function npc.get_random_texture_from_array(age, sex, textures)
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-- Check if there are no textures
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if #filtered_textures == 0 then
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return nil
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-- Return whole array for re-evaluation
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npc.log("DEBUG", "No textures found, returning original array")
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return textures
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end
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return filtered_textures[math.random(1, #filtered_textures)]
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@ -324,23 +334,10 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
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-- Get sex based on texture. This is a 50% chance for
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-- each sex as there's same amount of textures for male and female.
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-- Do not spawn child as first NPC
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if (is_female_texture(ent.base_texture)) then
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ent.sex = npc.FEMALE
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else
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ent.sex = npc.MALE
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end
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ent.sex = npc.assign_sex_from_texture(ent)
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ent.age = npc.age.adult
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end
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-- Nametag is initialized to blank
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ent.nametag = ""
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-- Set name
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ent.npc_name = get_random_name(ent.sex)
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-- Set ID
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ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.npc_name
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-- Initialize all gift data
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ent.gift_data = {
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-- Choose favorite items. Choose phase1 per default
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@ -474,12 +471,19 @@ 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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--minetest.log("Entity age: "..dump(ent.age)..", afult? "..dump(ent.age==npc.age.adult))
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npc.log("INFO", "Overriding NPC values with occupation: "..dump(occupation_name))
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if occupation_name and occupation_name ~= "" and ent.age == npc.age.adult then
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npc.occupations.initialize_occupation_values(ent, occupation_name)
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end
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-- Nametag is initialized to blank
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ent.nametag = ""
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-- Set name
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ent.npc_name = get_random_name(ent.sex)
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-- Set ID
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ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.npc_name
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-- TODO: Remove this - do inside occupation
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-- Dedicated trade test
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ent.trader_data.trade_list.both = {
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@ -1029,7 +1033,7 @@ function npc.schedule_check(self)
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-- Get actions related to node and enqueue them
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for i = 1, #actions[node.name] do
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local args = {}
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local action = nil
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local action
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-- Calculate arguments for the following supported actions:
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-- - Dig
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-- - Place
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@ -70,6 +70,9 @@
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-- -- items and the specified count, or, a count between min and max
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-- -- when the entry contains random=true
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-- -- If left empty, it will initialize with random items.
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-- initial_trader_status = "",
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-- -- String that specifies initial trader value. Valid values are:
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-- -- "casual", "trader", "none"
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-- schedules_entries = {},
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-- -- This is a table of tables in the following format:
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-- -- {
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@ -95,6 +98,9 @@ local occupations = {}
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-- The key is the name of the occupation.
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npc.occupations.registered_occupations = {}
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-- Basic occupation name
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npc.occupations.basic_name = "default_basic"
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-- This is the basic occupation definition, this is for all NPCs that
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-- don't have a specific occupation. It serves as an example.
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npc.occupations.basic_def = {
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@ -249,7 +255,7 @@ end
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-- of occupation names (strings)
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function npc.occupations.get_for_building(building_type, surrounding_building_types)
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local result = {}
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for name,def in pairs(npc.registered_occupations) do
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for name,def in pairs(npc.occupations.registered_occupations) do
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-- Check for empty or nil building types, in that case, any building
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if def.building_types == nil or def.building_types == {} then
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-- Empty building types, add to result
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@ -264,8 +270,13 @@ function npc.occupations.get_for_building(building_type, surrounding_building_ty
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table.insert(result, name)
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else
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-- Check if surround type is included in the def
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if npc.utils.array_is_subset_of_array(def.surrounding_building_types,
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surrounding_building_types) then
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if npc.utils.array_is_subset_of_array(
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def.surrounding_building_types,
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surrounding_building_types)
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or npc.utils.array_is_subset_of_array(
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surrounding_building_types,
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def.surrounding_building_types)
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then
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-- Add this occupation
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table.insert(result, name)
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end
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@ -296,15 +307,19 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
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self.selected_texture =
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npc.get_random_texture_from_array(self.sex, self.age, def.textures)
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-- Set texture if it found for sex and age
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minetest.log("No textures found for sex "..dump(self.sex).." and age "..dump(self.age))
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if self.selected_texture then
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-- If an array was returned, select a random texture from it
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if type(self.selected_texture) == "table" then
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local selected_texture = self.selected_texture[math.random(1, #self.selected_texture)]
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self.selected_texture = selected_texture
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end
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-- Set texture and base texture
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self.textures = self.selected_texture
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self.base_texture = self.selected_texture
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self.textures = {self.selected_texture}
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self.base_texture = {self.selected_texture }
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-- Assign sex based on texture
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self.sex = npc.assign_sex_from_texture(self)
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-- Refresh entity
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self.object:set_properties(self)
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end
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end
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-- Initialize inventory
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if def.initial_inventory and table.getn(def.initial_inventory) > 0 then
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@ -321,16 +336,17 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
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end
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-- Initialize dialogues
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if def.dialogues and table.getn(def.dialogues) > 0 then
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if def.dialogues then
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local dialogue_keys = {}
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-- Check which type of dialogues we have
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if def.dialogues.type == "given" then
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-- We have been given the dialogues, so def.dialogues.data contains
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-- an array of dialogues
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for _, dialogue in def.dialogues.data do
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for _, dialogue in pairs(def.dialogues.data) do
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-- Add to the dialogue tags the "occupation name"
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table.insert(dialogue.tags, occupation_name)
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-- Register dialogue
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npc.log("INFO", "Registering dialogue for occupation "..dump(occupation_name)..": "..dump(dialogue))
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local key = npc.dialogue.register_dialogue(dialogue)
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-- Add key to set of dialogue keys
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table.insert(dialogue_keys, key)
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@ -340,7 +356,7 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
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-- an array of dialogues and def.dialogues.tags contains an array of
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-- tags that we will use to search
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-- Register dialogues
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for _, dialogue in def.dialogues.data do
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for _, dialogue in pairs(def.dialogues.data) do
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-- Add to the dialogue tags the "occupation name"
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table.insert(dialogue.tags, occupation_name)
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-- Register dialogue
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@ -351,7 +367,7 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
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-- Find dialogues using tags
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local dialogues = npc.search_dialogue_by_tags(def.dialogues.tags, true)
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-- Add keys to set of dialogue keys
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for _, key in npc.utils.get_map_keys(dialogues) do
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for _, key in pairs(npc.utils.get_map_keys(dialogues)) do
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table.insert(dialogue_keys, key)
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end
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elseif def.dialogues.type == "tags" then
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@ -368,10 +384,15 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
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max_dialogue_count = def.dialogues.max_count
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end
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-- Add dialogues to the normal dialogues for NPC
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self.dialogues.normal = {}
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for i = 1, max_dialogue_count do
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self.dialogues.normal[i] = dialogue_keys[i]
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self.dialogues.normal = dialogue_keys
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-- for i = 1, max_dialogue_count do
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-- self.dialogues.normal[i] = dialogue_keys[i]
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-- end
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end
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-- Initialize trader status
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if def.initial_trader_status then
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self.trader_data.trader_status = def.initial_trader_status
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end
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-- Initialize schedule entries
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88
spawner.lua
88
spawner.lua
@ -180,6 +180,78 @@ end
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-- Spawning functions
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---------------------------------------------------------------------------------------
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function npc.spawner.determine_npc_occupation(building_type, workplace_nodes, npcs)
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local surrounding_buildings_map = {}
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local current_building_map = {}
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local current_building_npc_occupations = {}
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-- Get all occupation names in the current building
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for i = 1, #npcs do
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if not npc.utils.array_contains(current_building_npc_occupations, npcs[i].occupation) then
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table.insert(current_building_npc_occupations, npcs[i].occupations)
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end
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end
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minetest.log("Occupation names in current building: "..dump(current_building_npc_occupations))
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-- Classify workplaces
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for i = 1, #workplace_nodes do
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local workplace = workplace_nodes[i]
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if workplace.surrounding_workplace == true then
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surrounding_buildings_map[workplace.building_type] = workplace
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else
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current_building_map[workplace.building_type] = workplace
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end
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end
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minetest.log("Surrounding workplaces map: "..dump(surrounding_buildings_map))
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minetest.log("Current building type: "..dump(building_type))
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-- Get occupation names for the buildings
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local occupation_names = npc.occupations.get_for_building(
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building_type,
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npc.utils.get_map_keys(surrounding_buildings_map)
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)
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-----------------------
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-- Determine occupation
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-----------------------
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-- First of all, iterate through all names, discard the default basic occupation.
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-- Next, check if no-one in this builiding has this occupation name.
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-- Next, check if the workplace node has no data assigned to it.
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-- Finally, if not, return an table with the occupation name, and the selected
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-- workplace node.
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-- Note: Much more can be done here. This is a simplistic implementation,
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-- given this is already complicated enough. For example, existing NPCs' occupation
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-- can play a much more important role, not only taken in consideration for discarding.
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for i = 1, #occupation_names do
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-- Check if this occupation name is the default occupation, and if it is, continue
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if occupation_names[i] ~= npc.occupations.basic_name then
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-- Check if someone already works on this
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if not npc.utils.array_contains(current_building_npc_occupations, occupation_names[i]) then
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-- Check if someone else already has this occupation at the same workplace
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for j = 1, #workplace_nodes do
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-- Get building types from occupation
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local local_building_types =
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npc.occupations.registered_occupations[occupation_names[i]].building_type or {}
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local surrounding_building_types =
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npc.occupations.registered_occupations[occupation_names[i]].surrounding_building_types or {}
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minetest.log("Occupation btype: "..dump(local_building_types))
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minetest.log("Surrounding btypes: "..dump(surrounding_building_types))
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-- Check the workplace_node is of any of those building_types
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if npc.utils.array_contains(local_building_types, workplace_nodes[j].building_type) or
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npc.utils.array_contains(surrounding_building_types, workplace_nodes[j].building_type) then
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minetest.log("Found corresponding node: "..dump(workplace_nodes[j]))
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local meta = minetest.get_meta(workplace_nodes[j].node_pos)
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local worker_data = minetest.deserialize(meta:get_string("worker_data") or "")
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-- If no worker data is found, then create it
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if not worker_data then
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return {name=occupation_names[i], node=workplace_nodes[j]}
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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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end
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return nil
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end
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-- This function is called when the node timer for spawning NPC
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-- is expired. Can be called manually by supplying either:
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-- - Position of mg_villages plotmarker, or,
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@ -204,11 +276,15 @@ function npc.spawner.spawn_npc_on_plotmarker(pos)
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area_info["npc_count"] = meta:get_int("npc_count")
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area_info["spawned_npc_count"] = meta:get_int("spawned_npc_count")
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area_info["building_type"] = minetest.deserialize(meta:get_string("building_type"))
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-- Determine occupation
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area_info["building_type"] = meta:get_string("building_type")
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local nearby_plotmarkers = minetest.deserialize(meta:get_string("nearby_plotmarkers"))
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local occupation_data = npc.spawner.determine_npc_occupation(
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area_info.building_type,
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area_info.node_data.workplace_type,
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area_info.npcs)
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local metadata = npc.spawner.spawn_npc(pos, area_info)
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local metadata = npc.spawner.spawn_npc(pos, area_info, occupation_data.name)
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-- Set all metadata back into the node
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-- Increase NPC spawned count
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@ -284,13 +360,13 @@ function npc.spawner.spawn_npc(pos, area_info, occupation_name)
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if ent:get_luaentity().child then
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age = npc.age.child
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end
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-- TODO: Add more information here at some time...
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local entry = {
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status = npc.spawner.spawn_data.status.alive,
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name = ent:get_luaentity().name,
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id = ent:get_luaentity().npc_id,
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sex = ent:get_luaentity().sex,
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age = age,
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occupation = occupation,
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born_day = minetest.get_day_count()
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}
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minetest.log("Area info: "..dump(area_info))
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@ -612,8 +688,8 @@ if minetest.get_modpath("mg_villages") ~= nil then
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-- Store nodedata into the spawner's metadata
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meta:set_string("node_data", minetest.serialize(nodedata))
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-- Find nearby plotmarkers, excluding current plotmarker
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local nearby_plotmarkers = npc.places.find_plotmarkers(pos, 40, true)
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minetest.log("Found nearby plotmarkers: "..dump(nearby_plotmarkers))
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local nearby_plotmarkers = npc.places.find_plotmarkers(pos, 35, true)
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--minetest.log("Found nearby plotmarkers: "..dump(nearby_plotmarkers))
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meta:set_string("nearby_plotmarkers", minetest.serialize(nearby_plotmarkers))
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-- Check if building position data is also available (recent mg_villages)
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if building_pos_data then
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Reference in New Issue
Block a user