Fix bug with 'ignore' nodes when some map areas are not fully loaded but NPC try to perform actions on them.
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@ -604,6 +604,10 @@ function npc.actions.use_bed(self, args)
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if action == npc.actions.const.beds.LAY then
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if action == npc.actions.const.beds.LAY then
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-- Get position
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-- Get position
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-- Error here due to ignore. Need to come up with better solution
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if node.name == "ignore" then
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return
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end
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local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir)
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local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir)
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-- Sit down on bed, rotate to correct direction
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-- Sit down on bed, rotate to correct direction
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npc.add_action(self, npc.actions.cmd.SIT, {pos=bed_pos, dir=(node.param2 + 2) % 4})
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npc.add_action(self, npc.actions.cmd.SIT, {pos=bed_pos, dir=(node.param2 + 2) % 4})
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@ -611,6 +615,10 @@ function npc.actions.use_bed(self, args)
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npc.add_action(self, npc.actions.cmd.LAY, {})
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npc.add_action(self, npc.actions.cmd.LAY, {})
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else
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else
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-- Calculate position to get up
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-- Calculate position to get up
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-- Error here due to ignore. Need to come up with better solution
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if node.name == "ignore" then
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return
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end
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local bed_pos_y = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir).y
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local bed_pos_y = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir).y
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local bed_pos = {x = pos.x, y = bed_pos_y, z = pos.z}
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local bed_pos = {x = pos.x, y = bed_pos_y, z = pos.z}
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-- Sit up
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-- Sit up
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@ -662,6 +670,10 @@ function npc.actions.use_sittable(self, args)
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if action == npc.actions.const.sittable.SIT then
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if action == npc.actions.const.sittable.SIT then
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-- Calculate position depending on bench
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-- Calculate position depending on bench
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-- Error here due to ignore. Need to come up with better solution
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if node.name == "ignore" then
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return
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end
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local sit_pos = npc.actions.nodes.sittable[node.name].get_sit_pos(pos, node.param2)
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local sit_pos = npc.actions.nodes.sittable[node.name].get_sit_pos(pos, node.param2)
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-- Sit down on bench/chair/stairs
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-- Sit down on bench/chair/stairs
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npc.add_action(self, npc.actions.cmd.SIT, {pos=sit_pos, dir=(node.param2 + 2) % 4})
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npc.add_action(self, npc.actions.cmd.SIT, {pos=sit_pos, dir=(node.param2 + 2) % 4})
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@ -153,7 +153,11 @@ local function walkable(node, exceptions)
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if node.name == "cottages:wood_flat" then
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if node.name == "cottages:wood_flat" then
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is_mg_villages_ceiling = true
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is_mg_villages_ceiling = true
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end
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end
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if node ~= nil and node.name ~= nil and not minetest.registered_nodes[node.name].walkable then
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if node ~= nil
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and node.name ~= nil
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and node.name ~= "ignore"
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and minetest.registered_nodes[node.name]
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and not minetest.registered_nodes[node.name].walkable then
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return false
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return false
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elseif is_openable then
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elseif is_openable then
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return false
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return false
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@ -557,6 +557,11 @@ function spawner.replace_mg_villages_plotmarker(pos)
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local village_id = meta:get_string("village_id")
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local village_id = meta:get_string("village_id")
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local plot_nr = meta:get_int("plot_nr")
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local plot_nr = meta:get_int("plot_nr")
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local infotext = meta:get_string("infotext")
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local infotext = meta:get_string("infotext")
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-- Check for nil values above
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if (not village_id or (village and village == ""))
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or (not plot_nr or (plot_nr and plot_nr == 0)) then
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return
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end
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-- Following line from mg_villages mod, protection.lua
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-- Following line from mg_villages mod, protection.lua
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local btype = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].btype
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local btype = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].btype
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local building_data = mg_villages.BUILDINGS[btype]
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local building_data = mg_villages.BUILDINGS[btype]
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