Places: Add correct detection of sittable nodes, including stairs used as benches.

Add staircase detection method, for basic staircases. Ability to detect the bottom, middle and top nodes. Useful for future implementation of being able to use 2nd floors.
This commit is contained in:
zorman2000 2017-01-12 19:40:20 -05:00
parent 7e41e328e8
commit e3fc7be783
2 changed files with 115 additions and 16 deletions

View File

@ -18,7 +18,10 @@ npc.places.nodes = {
"beds:fancy_bed_bottom"
},
SITTABLE = {
"cottages:bench"
"cottages:bench",
-- TODO: Register all stairs node that are supported for sitting
-- Hint: wood
"stairs:stair_wood"
},
CHESTS = {
"default:chest",
@ -69,12 +72,10 @@ end
-- This function searches on a squared are of the given radius
-- for nodes of the given type. The type should be npc.places.nodes
function npc.places.find_node_nearby(self, type, radius)
-- Get current pos
local current_pos = self.object:getpos()
function npc.places.find_node_nearby(pos, type, radius)
-- Determine area points
local start_pos = {x=current_pos.x - radius, y=current_pos.y - 1, z=current_pos.z - radius}
local end_pos = {x=current_pos.x + radius, y=current_pos.y + 1, z=current_pos.z + radius}
local start_pos = {x=pos.x - radius, y=pos.y - 1, z=pos.z - radius}
local end_pos = {x=pos.x + radius, y=pos.y + 1, z=pos.z + radius}
-- Get nodes
local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
@ -105,4 +106,101 @@ end
function npc.places.find_node_in_area(start_pos, end_pos, type)
local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
return nodes
end
-- Specialized function to find all sittable nodes supported by the
-- mod, namely default stairs and cottages' benches. Since not all
-- stairs nodes placed aren't meant to simulate benches, this function
-- is necessary in order to find stairs that are meant to be benches.
function npc.places.find_sittable_nodes_nearby(pos, radius)
local result = {}
-- Try to find sittable nodes
local nodes = npc.places.find_node_nearby(pos, npc.places.nodes.SITTABLE, radius)
-- Highly unorthodox check for emptinnes
if nodes[1] ~= nil then
for i = 1, #nodes do
-- Get node name, try to avoid using the staircase check if not a stair node
local node = minetest.get_node(nodes[i])
local i1, i2 = string.find(node.name, "stairs:")
if i1 ~= nil then
if npc.places.is_in_staircase(nodes[i]) < 1 then
table.insert(result, nodes[i])
end
else
-- Add node as it is sittable
table.insert(result, nodes[i])
end
end
end
-- Return sittable nodes
return result
end
-- Specialized function to find sittable stairs: stairs that don't
-- have any other stair above them. Only stairs using the default
-- stairs mod are supported for now.
-- Receives a position of a stair node.
npc.places.staircase = {
none = 0,
bottom = 1,
middle = 2,
top = 3
}
function npc.places.is_in_staircase(pos)
local node = minetest.get_node(pos)
-- Verify node is actually from default stairs mod
local p1, p2 = string.find(node.name, "stairs:")
if p1 ~= nil then
-- Calculate the logical position to the lower and upper stairs node location
local up_x_adj, up_z_adj = 0, 0
local lo_x_adj, lo_z_adj = 0, 0
if node.param2 == 1 then
up_z_adj = -1
lo_z_adj = 1
elseif node.param2 == 2 then
up_z_adj = 1
lo_z_adj = -1
elseif node.param2 == 3 then
up_x_adj = -1
lo_x_adj = 1
elseif node.param2 == 4 then
up_x_adj = 1
lo_x_adj = -1
else
-- This is not a staircase
return false
end
-- Calculate upper and lower position
local upper_pos = {x=pos.x + up_x_adj, y=pos.y + 1, z=pos.z + up_z_adj}
local lower_pos = {x=pos.x + lo_x_adj, y=pos.y - 1, z=pos.z + lo_z_adj}
-- Get next node
local upper_node = minetest.get_node(upper_pos)
local lower_node = minetest.get_node(lower_pos)
minetest.log("Next node: "..dump(upper_pos))
-- Check if next node is also a stairs node
local up_p1, up_p2 = string.find(upper_node.name, "stairs:")
local lo_p1, lo_p2 = string.find(lower_node.name, "stairs:")
if up_p1 ~= nil then
-- By default, think this is bottom of staircase.
local result = npc.places.staircase.bottom
-- Try downwards now
if lo_p1 ~= nil then
result = npc.places.staircase.middle
end
return result
else
-- Check if there is a staircase downwards
if lo_p1 ~= nil then
return npc.places.staircase.top
else
return npc.places.staircase.none
end
end
end
-- This is not a stairs node
return nil
end

21
npc.lua
View File

@ -350,7 +350,7 @@ local function npc_spawn(self, pos)
ent.places_map = {}
-- Temporary initialization of actions for testing
local nodes = npc.places.find_node_nearby(ent, {"cottages:bench"}, 30)
local nodes = npc.places.find_sittable_nodes_nearby(ent.object:getpos(), 5)
minetest.log("Found nodes: "..dump(nodes))
--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
@ -358,15 +358,16 @@ local function npc_spawn(self, pos)
--npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN})
--npc.add_action(ent, npc.actions.stand, {self = ent})
--npc.add_action(ent, npc.actions.stand, {self = ent})
npc.actions.walk_to_pos(ent, nodes[1], {})
npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.SIT)
npc.add_action(ent, npc.actions.sit, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
if nodes[1] ~= nil then
npc.actions.walk_to_pos(ent, nodes[1], {})
npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.SIT)
npc.add_action(ent, npc.actions.sit, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
end
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})