Spawner: Moved all spawning code to spawner.lua.

Started progress on node timer-based NPC spawning (WIP)
This commit is contained in:
Zorman2000 2017-03-22 22:08:41 -04:00
parent 3649d5bc6a
commit e937cc4ce4
2 changed files with 518 additions and 392 deletions

489
npc.lua
View File

@ -69,15 +69,6 @@ function npc.get_item_count(item_string)
return ItemStack(item_string):get_count()
end
local function initialize_inventory()
return {
[1] = "", [2] = "", [3] = "", [4] = "",
[5] = "", [6] = "", [7] = "", [8] = "",
[9] = "", [10] = "", [11] = "", [12] = "",
[13] = "", [14] = "", [15] = "", [16] = "",
}
end
-- Add an item to inventory. Returns true if add successful
-- These function can be used to give items to other NPCs
-- given that the "self" variable can be any NPC
@ -463,287 +454,6 @@ function npc.delete_schedule_entry(self, schedule_type, date, time)
end
end
---------------------------------------------------------------------------------------
-- Spawning functions
---------------------------------------------------------------------------------------
-- These functions are used at spawn time to determine several
-- random attributes for the NPC in case they are not already
-- defined. On a later phase, pre-defining many of the NPC values
-- will be allowed.
-- This function checks for "female" text on the texture name
local function is_female_texture(textures)
for i = 1, #textures do
if string.find(textures[i], "female") ~= nil then
return true
end
end
return false
end
-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
local function can_have_relationships()
local chance = math.random(1,10)
return chance > 3
end
-- Choose a maximum of two items that the NPC will have at spawn time
-- These items are chosen from the favorite items list.
local function choose_spawn_items(self)
local number_of_items_to_add = math.random(1, 2)
local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
for i = 1, number_of_items_to_add do
npc.add_item_to_inventory(
self,
npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
math.random(1,5)
)
end
-- Add currency to the items spawned with. Will add 5-10 tier 3
-- currency items
local currency_item_count = math.random(5, 10)
npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
-- For test
npc.add_item_to_inventory(self, "default:tree", 10)
npc.add_item_to_inventory(self, "default:cobble", 10)
npc.add_item_to_inventory(self, "default:diamond", 2)
npc.add_item_to_inventory(self, "default:mese_crystal", 2)
npc.add_item_to_inventory(self, "flowers:rose", 2)
npc.add_item_to_inventory(self, "advanced_npc:marriage_ring", 2)
npc.add_item_to_inventory(self, "flowers:geranium", 2)
npc.add_item_to_inventory(self, "mobs:meat", 2)
npc.add_item_to_inventory(self, "mobs:leather", 2)
npc.add_item_to_inventory(self, "default:sword_stone", 2)
npc.add_item_to_inventory(self, "default:shovel_stone", 2)
npc.add_item_to_inventory(self, "default:axe_stone", 2)
minetest.log("Initial inventory: "..dump(self.inventory))
end
-- Spawn function. Initializes all variables that the
-- NPC will have and choose random, starting values
local function npc_spawn(self, pos)
minetest.log("Spawning new NPC:")
-- Get Lua Entity
local ent = self:get_luaentity()
-- Avoid NPC to be removed by mobs_redo API
ent.remove_ok = false
-- Set name
ent.nametag = "Kio"
-- Set ID
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
-- Determine sex based on textures
if (is_female_texture(ent.base_texture)) then
ent.sex = npc.FEMALE
else
ent.sex = npc.MALE
end
-- Initialize all gift data
ent.gift_data = {
-- Choose favorite items. Choose phase1 per default
favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
-- Choose disliked items. Choose phase1 per default
disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
}
-- Flag that determines if NPC can have a relationship
ent.can_have_relationship = can_have_relationships()
-- Initialize relationships object
ent.relationships = {}
-- Determines if NPC is married or not
ent.is_married_to = nil
-- Initialize dialogues
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
"phase1",
ent.gift_data.favorite_items,
ent.gift_data.disliked_items)
-- Declare NPC inventory
ent.inventory = initialize_inventory()
-- Choose items to spawn with
choose_spawn_items(ent)
-- Flags: generic booleans or functions that help drive functionality
ent.flags = {}
-- Declare trade data
ent.trader_data = {
-- Type of trader
trader_status = npc.trade.get_random_trade_status(),
-- Current buy offers
buy_offers = {},
-- Current sell offers
sell_offers = {},
-- Items to buy change timer
change_offers_timer = 0,
-- Items to buy change timer interval
change_offers_timer_interval = 60,
-- Trading list: a list of item names the trader is expected to trade in.
-- It is mostly related to its occupation.
-- If empty, the NPC will revert to casual trading
-- If not, it will try to sell those that it have, and buy the ones it not.
trade_list = {
sell = {},
buy = {},
both = {}
},
-- Custom trade allows to specify more than one payment
-- and a custom prompt (instead of the usual buy or sell prompts)
custom_trades = {}
}
-- Initialize trading offers for NPC
--npc.trade.generate_trade_offers_by_status(ent)
-- if ent.trader_data.trader_status == npc.trade.CASUAL then
-- select_casual_trade_offers(ent)
-- end
-- Actions data
ent.actions = {
-- The queue is a queue of actions to be performed on each interval
queue = {},
-- Current value of the action timer
action_timer = 0,
-- Determines the interval for each action in the action queue
-- Default is 1. This can be changed via actions
action_interval = 1,
-- Avoid the execution of the action timer
action_timer_lock = false,
-- Defines the state of the current action
current_action_state = npc.action_state.none,
-- Store information about action on state before lock
state_before_lock = {
-- State of the mobs_redo API
freeze = false,
-- State of execution
action_state = npc.action_state.none,
-- Action executed while on lock
interrupted_action = {}
}
}
-- This flag is checked on every step. If it is true, the rest of
-- Mobs Redo API is not executed
ent.freeze = nil
-- This map will hold all the places for the NPC
-- Map entries should be like: "bed" = {x=1, y=1, z=1}
ent.places_map = {}
-- Schedule data
ent.schedules = {
-- Flag to enable or disable the schedules functionality
enabled = true,
-- Lock for when executing a schedule
lock = false,
-- An array of schedules, meant to be one per day at some point
-- when calendars are implemented. Allows for only 7 schedules,
-- one for each day of the week
generic = {},
-- An array of schedules, meant to be for specific dates in the
-- year. Can contain as many as possible. The keys will be strings
-- in the format MM:DD
date_based = {}
}
-- Temporary initialization of actions for testing
local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"cottages:bench"}, 20)
minetest.log("Found nodes: "..dump(nodes))
--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
--minetest.log("Path to node: "..dump(path))
--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})
-- if nodes[1] ~= nil then
-- npc.add_task(ent, npc.actions.walk_to_pos, {end_pos=nodes[1], walkable={}})
-- npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
-- --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)
-- --npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
-- npc.add_action(ent, npc.actions.freeze, {freeze = false})
-- end
-- Dedicated trade test
ent.trader_data.trade_list.both = {
["default:tree"] = {},
["default:cobble"] = {},
["default:wood"] = {},
["default:diamond"] = {},
["default:mese_crystal"] = {},
["flowers:rose"] = {},
["advanced_npc:marriage_ring"] = {},
["flowers:geranium"] = {},
["mobs:meat"] = {},
["mobs:leather"] = {},
["default:sword_stone"] = {},
["default:shovel_stone"] = {},
["default:axe_stone"] = {}
}
npc.trade.generate_trade_offers_by_status(ent)
-- Add a custom trade offer
local offer1 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your steel sword?", "Fix steel sword", "Fix steel sword", "default:sword_steel", {"default:sword_steel", "default:iron_lump 5"})
table.insert(ent.trader_data.custom_trades, offer1)
local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
table.insert(ent.trader_data.custom_trades, offer2)
-- Add a simple schedule for testing
npc.create_schedule(ent, npc.schedule_types.generic, 0)
-- Add schedule entries
local morning_actions = {
[1] = {task = npc.actions.walk_to_pos, args = {end_pos=nodes[1], walkable={}} } ,
[2] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
[3] = {action = npc.actions.freeze, args = {freeze = true}}
}
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
-- local night_actions = {action: npc.action, args: {}}
-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
-- 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})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.sit, {self = ent})
-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
-- npc.add_action(ent, npc.action.lay, {self = ent})
-- Temporary initialization of places
-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
-- if #bed_nodes > 0 then
-- npc.places.add_owned(ent, "bed1", npc.places.PLACE_TYPE.OWN_BED, bed_nodes[1])
-- end
minetest.log(dump(ent))
-- Refreshes entity
ent.object:set_properties(ent)
end
---------------------------------------------------------------------------------------
-- NPC Definition
---------------------------------------------------------------------------------------
@ -846,132 +556,139 @@ mobs:register_mob("advanced_npc:npc", {
end,
do_custom = function(self, dtime)
-- Timer function for casual traders to reset their trade offers
self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
-- Check if time has come to change offers
if self.trader_data.trader_status == npc.trade.CASUAL and
self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
-- Reset timer
self.trader_data.change_offers_timer = 0
-- Re-select casual trade offers
npc.trade.generate_trade_offers_by_status(self)
if self.trader_data ~= nil then
-- Timer function for casual traders to reset their trade offers
self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
-- Check if time has come to change offers
if self.trader_data.trader_status == npc.trade.CASUAL and
self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
-- Reset timer
self.trader_data.change_offers_timer = 0
-- Re-select casual trade offers
npc.trade.generate_trade_offers_by_status(self)
end
end
-- Timer function for gifts
for i = 1, #self.relationships do
local relationship = self.relationships[i]
-- Gift timer check
if relationship.gift_timer_value < relationship.gift_interval then
relationship.gift_timer_value = relationship.gift_timer_value + dtime
elseif relationship.talk_timer_value < relationship.gift_interval then
-- Relationship talk timer - only allows players to increase relationship
-- by talking on the same intervals as gifts
relationship.talk_timer_value = relationship.talk_timer_value + dtime
else
-- Relationship decrease timer
if relationship.relationship_decrease_timer_value
< relationship.relationship_decrease_interval then
relationship.relationship_decrease_timer_value =
relationship.relationship_decrease_timer_value + dtime
if self.relationships ~= nil then
-- Timer function for gifts
for i = 1, #self.relationships do
local relationship = self.relationships[i]
-- Gift timer check
if relationship.gift_timer_value < relationship.gift_interval then
relationship.gift_timer_value = relationship.gift_timer_value + dtime
elseif relationship.talk_timer_value < relationship.gift_interval then
-- Relationship talk timer - only allows players to increase relationship
-- by talking on the same intervals as gifts
relationship.talk_timer_value = relationship.talk_timer_value + dtime
else
-- Check if married to decrease half
if relationship.phase == "phase6" then
-- Avoid going below the marriage phase limit
if (relationship.points - 0.5) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
relationship.points = relationship.points - 0.5
end
-- Relationship decrease timer
if relationship.relationship_decrease_timer_value
< relationship.relationship_decrease_interval then
relationship.relationship_decrease_timer_value =
relationship.relationship_decrease_timer_value + dtime
else
relationship.points = relationship.points - 1
-- Check if married to decrease half
if relationship.phase == "phase6" then
-- Avoid going below the marriage phase limit
if (relationship.points - 0.5) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
relationship.points = relationship.points - 0.5
end
else
relationship.points = relationship.points - 1
end
relationship.relationship_decrease_timer_value = 0
--minetest.log(dump(self))
end
relationship.relationship_decrease_timer_value = 0
--minetest.log(dump(self))
end
end
end
-- Action queue timer
-- Check if actions and timers aren't locked
if self.actions.action_timer_lock == false then
-- Increment action timer
self.actions.action_timer = self.actions.action_timer + dtime
if self.actions.action_timer >= self.actions.action_interval then
-- Reset action timer
self.actions.action_timer = 0
-- Execute action
self.freeze = npc.execute_action(self)
-- Check if there are still remaining actions in the queue
if self.freeze == nil and table.getn(self.actions.queue) > 0 then
self.freeze = false
if self.actions ~= nil then
if self.actions.action_timer_lock == false then
-- Increment action timer
self.actions.action_timer = self.actions.action_timer + dtime
if self.actions.action_timer >= self.actions.action_interval then
-- Reset action timer
self.actions.action_timer = 0
-- Execute action
self.freeze = npc.execute_action(self)
-- Check if there are still remaining actions in the queue
if self.freeze == nil and table.getn(self.actions.queue) > 0 then
self.freeze = false
end
end
end
end
-- Schedule timer
-- Check if schedules are enabled
if self.schedules.enabled == true then
-- Get time of day
local time = get_time_in_hours()
-- Check if time is an hour
if time % 1 < 0.1 and self.schedules.lock == false then
-- Activate lock to avoid more than one entry to this code
self.schedules.lock = true
-- Get integer part of time
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))
local schedule = self.schedules.generic[0]
if schedule ~= nil then
-- Check if schedule for this time exists
minetest.log("Found default schedule")
if schedule[time] ~= nil then
-- Check if schedule has a check function
if schedule[time].check ~= nil then
-- Execute check function and then add corresponding action
-- to action queue. This is for jobs.
-- TODO: Need to implement
else
minetest.log("Adding actions to action queue")
-- Add to action queue all actions on schedule
for i = 1, #schedule[time] do
if schedule[time][i].action == nil then
-- Add task
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
else
-- Add action
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
if self.schedules ~= nil then
if self.schedules.enabled == true then
-- Get time of day
local time = get_time_in_hours()
-- Check if time is an hour
if time % 1 < 0.1 and self.schedules.lock == false then
-- Activate lock to avoid more than one entry to this code
self.schedules.lock = true
-- Get integer part of time
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))
local schedule = self.schedules.generic[0]
if schedule ~= nil then
-- Check if schedule for this time exists
minetest.log("Found default schedule")
if schedule[time] ~= nil then
-- Check if schedule has a check function
if schedule[time].check ~= nil then
-- Execute check function and then add corresponding action
-- to action queue. This is for jobs.
-- TODO: Need to implement
else
minetest.log("Adding actions to action queue")
-- Add to action queue all actions on schedule
for i = 1, #schedule[time] do
if schedule[time][i].action == nil then
-- Add task
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
else
-- Add action
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
end
end
minetest.log("New action queue: "..dump(self.actions))
end
minetest.log("New action queue: "..dump(self.actions))
end
end
end
else
-- Check if lock can be released
if time % 1 > 0.1 then
-- Release lock
self.schedules.lock = false
else
-- Check if lock can be released
if time % 1 > 0.1 then
-- Release lock
self.schedules.lock = false
end
end
end
end
return self.freeze
end
})
-- Spawn
mobs:spawn({
name = "advanced_npc:npc",
nodes = {"mg_villages:plotmarker"},
min_light = 3,
active_object_count = 1,
interval = 5,
chance = 1,
--max_height = 0,
on_spawn = npc_spawn,
})
-- mobs:spawn({
-- name = "advanced_npc:npc",
-- nodes = {"mg_villages:plotmarker"},
-- min_light = 3,
-- active_object_count = 1,
-- interval = 5,
-- chance = 1,
-- --max_height = 0,
-- on_spawn = npc_spawn,
-- })
-------------------------------------------------------------------------
-- Item definitions

View File

@ -53,9 +53,300 @@ npc.spawner.mg_villages_supported_building_types = {
}
npc.spawner.replace_activated = true
npc.spawn_delay = 5
-- npc.spawner.max_replace_count = 1
-- spawner.replace_count = 0
---------------------------------------------------------------------------------------
-- Spawning functions
---------------------------------------------------------------------------------------
-- These functions are used at spawn time to determine several
-- random attributes for the NPC in case they are not already
-- defined. On a later phase, pre-defining many of the NPC values
-- will be allowed.
local function initialize_inventory()
return {
[1] = "", [2] = "", [3] = "", [4] = "",
[5] = "", [6] = "", [7] = "", [8] = "",
[9] = "", [10] = "", [11] = "", [12] = "",
[13] = "", [14] = "", [15] = "", [16] = "",
}
end
-- This function checks for "female" text on the texture name
local function is_female_texture(textures)
for i = 1, #textures do
if string.find(textures[i], "female") ~= nil then
return true
end
end
return false
end
-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
local function can_have_relationships()
local chance = math.random(1,10)
return chance > 3
end
-- Choose a maximum of two items that the NPC will have at spawn time
-- These items are chosen from the favorite items list.
local function choose_spawn_items(self)
local number_of_items_to_add = math.random(1, 2)
local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
for i = 1, number_of_items_to_add do
npc.add_item_to_inventory(
self,
npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
math.random(1,5)
)
end
-- Add currency to the items spawned with. Will add 5-10 tier 3
-- currency items
local currency_item_count = math.random(5, 10)
npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
-- For test
npc.add_item_to_inventory(self, "default:tree", 10)
npc.add_item_to_inventory(self, "default:cobble", 10)
npc.add_item_to_inventory(self, "default:diamond", 2)
npc.add_item_to_inventory(self, "default:mese_crystal", 2)
npc.add_item_to_inventory(self, "flowers:rose", 2)
npc.add_item_to_inventory(self, "advanced_npc:marriage_ring", 2)
npc.add_item_to_inventory(self, "flowers:geranium", 2)
npc.add_item_to_inventory(self, "mobs:meat", 2)
npc.add_item_to_inventory(self, "mobs:leather", 2)
npc.add_item_to_inventory(self, "default:sword_stone", 2)
npc.add_item_to_inventory(self, "default:shovel_stone", 2)
npc.add_item_to_inventory(self, "default:axe_stone", 2)
minetest.log("Initial inventory: "..dump(self.inventory))
end
-- Spawn function. Initializes all variables that the
-- NPC will have and choose random, starting values
local function spawn(entity, pos)
minetest.log("Spawning new NPC: "..dump(entity))
-- Get Lua Entity
local ent = entity:get_luaentity()
-- Avoid NPC to be removed by mobs_redo API
ent.remove_ok = false
-- Set name
ent.nametag = "Kio"
-- Set ID
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
-- Determine sex based on textures
if (is_female_texture(ent.base_texture)) then
ent.sex = npc.FEMALE
else
ent.sex = npc.MALE
end
-- Initialize all gift data
ent.gift_data = {
-- Choose favorite items. Choose phase1 per default
favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
-- Choose disliked items. Choose phase1 per default
disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
}
-- Flag that determines if NPC can have a relationship
ent.can_have_relationship = can_have_relationships()
-- Initialize relationships object
ent.relationships = {}
-- Determines if NPC is married or not
ent.is_married_to = nil
-- Initialize dialogues
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
"phase1",
ent.gift_data.favorite_items,
ent.gift_data.disliked_items)
-- Declare NPC inventory
ent.inventory = initialize_inventory()
-- Choose items to spawn with
choose_spawn_items(ent)
-- Flags: generic booleans or functions that help drive functionality
ent.flags = {}
-- Declare trade data
ent.trader_data = {
-- Type of trader
trader_status = npc.trade.get_random_trade_status(),
-- Current buy offers
buy_offers = {},
-- Current sell offers
sell_offers = {},
-- Items to buy change timer
change_offers_timer = 0,
-- Items to buy change timer interval
change_offers_timer_interval = 60,
-- Trading list: a list of item names the trader is expected to trade in.
-- It is mostly related to its occupation.
-- If empty, the NPC will revert to casual trading
-- If not, it will try to sell those that it have, and buy the ones it not.
trade_list = {
sell = {},
buy = {},
both = {}
},
-- Custom trade allows to specify more than one payment
-- and a custom prompt (instead of the usual buy or sell prompts)
custom_trades = {}
}
-- Initialize trading offers for NPC
--npc.trade.generate_trade_offers_by_status(ent)
-- if ent.trader_data.trader_status == npc.trade.CASUAL then
-- select_casual_trade_offers(ent)
-- end
-- Actions data
ent.actions = {
-- The queue is a queue of actions to be performed on each interval
queue = {},
-- Current value of the action timer
action_timer = 0,
-- Determines the interval for each action in the action queue
-- Default is 1. This can be changed via actions
action_interval = 1,
-- Avoid the execution of the action timer
action_timer_lock = false,
-- Defines the state of the current action
current_action_state = npc.action_state.none,
-- Store information about action on state before lock
state_before_lock = {
-- State of the mobs_redo API
freeze = false,
-- State of execution
action_state = npc.action_state.none,
-- Action executed while on lock
interrupted_action = {}
}
}
-- This flag is checked on every step. If it is true, the rest of
-- Mobs Redo API is not executed
ent.freeze = nil
-- This map will hold all the places for the NPC
-- Map entries should be like: "bed" = {x=1, y=1, z=1}
ent.places_map = {}
-- Schedule data
ent.schedules = {
-- Flag to enable or disable the schedules functionality
enabled = true,
-- Lock for when executing a schedule
lock = false,
-- An array of schedules, meant to be one per day at some point
-- when calendars are implemented. Allows for only 7 schedules,
-- one for each day of the week
generic = {},
-- An array of schedules, meant to be for specific dates in the
-- year. Can contain as many as possible. The keys will be strings
-- in the format MM:DD
date_based = {}
}
-- Temporary initialization of actions for testing
local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"cottages:bench"}, 20)
minetest.log("Found nodes: "..dump(nodes))
--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
--minetest.log("Path to node: "..dump(path))
--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})
-- if nodes[1] ~= nil then
-- npc.add_task(ent, npc.actions.walk_to_pos, {end_pos=nodes[1], walkable={}})
-- npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
-- --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)
-- --npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
-- npc.add_action(ent, npc.actions.freeze, {freeze = false})
-- end
-- Dedicated trade test
ent.trader_data.trade_list.both = {
["default:tree"] = {},
["default:cobble"] = {},
["default:wood"] = {},
["default:diamond"] = {},
["default:mese_crystal"] = {},
["flowers:rose"] = {},
["advanced_npc:marriage_ring"] = {},
["flowers:geranium"] = {},
["mobs:meat"] = {},
["mobs:leather"] = {},
["default:sword_stone"] = {},
["default:shovel_stone"] = {},
["default:axe_stone"] = {}
}
npc.trade.generate_trade_offers_by_status(ent)
-- Add a custom trade offer
local offer1 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your steel sword?", "Fix steel sword", "Fix steel sword", "default:sword_steel", {"default:sword_steel", "default:iron_lump 5"})
table.insert(ent.trader_data.custom_trades, offer1)
local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
table.insert(ent.trader_data.custom_trades, offer2)
-- Add a simple schedule for testing
npc.create_schedule(ent, npc.schedule_types.generic, 0)
-- Add schedule entries
local morning_actions = {
[1] = {task = npc.actions.walk_to_pos, args = {end_pos=nodes[1], walkable={}} } ,
[2] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
[3] = {action = npc.actions.freeze, args = {freeze = true}}
}
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
-- local night_actions = {action: npc.action, args: {}}
-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
-- 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})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.sit, {self = ent})
-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
-- npc.add_action(ent, npc.action.lay, {self = ent})
-- Temporary initialization of places
-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
-- if #bed_nodes > 0 then
-- npc.places.add_owned(ent, "bed1", npc.places.PLACE_TYPE.OWN_BED, bed_nodes[1])
-- end
minetest.log(dump(ent))
-- Refreshes entity
ent.object:set_properties(ent)
end
---------------------------------------------------------------------------------------
-- Scanning functions
---------------------------------------------------------------------------------------
@ -85,11 +376,70 @@ function spawner.scan_area(start_pos, end_pos)
return result
end
-- This function is called when the node timer for spawning NPC
-- is expired
function npc.spawner.spawn_npc(pos)
-- Get timer
local timer = minetest.get_node_timer(pos)
-- Get metadata
local meta = minetest.get_meta(pos)
-- Check amount of NPCs that should be spawned
local npc_count = meta:get_int("npc_count")
local spawned_npc_count = meta:get_int("spawned_npc_count")
minetest.log("Currently spawned "..dump(spawned_npc_count).." of "..dump(npc_count).." NPCs")
if spawned_npc_count < npc_count then
-- Spawn a NPC
local npc = minetest.add_entity(pos, "advanced_npc:npc")
if npc and npc:get_luaentity() then
spawn(npc, pos)
-- Increase NPC spawned count
spawned_npc_count = spawned_npc_count + 1
-- Store count into node
meta:set_int("spawned_npc_count", spawned_npc_count)
-- Check if there are more NPCs to spawn
if spawned_npc_count >= npc_count then
-- Stop timer
timer:stop()
end
return true
else
npc:remove()
return false
end
end
end
-- This function takes care of calculating how many NPCs will be spawn
function spawner.calculate_npc_spawning(pos)
local meta = minetest.get_meta(pos)
-- Get nodes for this building
local node_data = minetest.deserialize(meta:get_string("node_data"))
if node_data == nil then
minetest.log("ERROR: Mis-configured advanced_npc:plotmarker_auto_spawner at position: "..dump(pos))
return
end
-- Check number of beds
local beds_count = #node_data.bed_type
minetest.log("Number of beds: "..dump(beds_count))
local npc_count = 0
-- If number of beds is zero or beds/2 is less than one, spawn
-- a single NPC.
if beds_count == 0 or (beds_count > 0 and beds_count / 2 < 1) then
-- Spawn a single NPC
npc_count = 1
else
-- Spawn beds_count/2 NPCs
npc_count = ((beds_count / 2) - ((beds_count / 2) % 1))
end
minetest.log("Will spawn "..dump(npc_count).." NPCs at "..dump(pos))
-- Store amount of NPCs to spawn
meta:set_int("npc_count", npc_count)
-- Store amount of NPCs spawned
meta:set_int("spawned_npc_count", 0)
-- Start timer
local timer = minetest.get_node_timer(pos)
timer:start(npc.spawn_delay)
end
---------------------------------------------------------------------------------------
@ -144,7 +494,7 @@ function spawner.replace_mg_villages_plotmarker(pos)
-- Scan building for nodes
local nodedata = spawner.scan_mg_villages_building(pos, building_data)
-- Store nodedata into the spawner's metadata
meta:set_string("nodedata", minetest.serialize(nodedata))
meta:set_string("node_data", minetest.serialize(nodedata))
-- Stop searching for building type
break
@ -155,8 +505,10 @@ end
-- Only register the node, the ABM and the LBM if mg_villages mod
-- is present
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.register_node("advanced_npc:plotmarker_auto_spawner", {
description = "Automatic NPC Spawner",
drawtype = "nodebox",
@ -179,6 +531,11 @@ if minetest.get_modpath("mg_villages") ~= nil then
return mg_villages.plotmarker_formspec( pos, formname, fields, sender );
end,
on_timer = function(pos, elapsed)
minetest.log("Calling spawning function...")
npc.spawner.spawn_npc(pos)
end,
-- protect against digging
can_dig = function(pos, player)
local meta = minetest.get_meta(pos);
@ -195,12 +552,14 @@ if minetest.get_modpath("mg_villages") ~= nil then
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 = true,
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
})
@ -209,7 +568,7 @@ if minetest.get_modpath("mg_villages") ~= nil then
minetest.register_abm({
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
nodenames = {"mg_villages:plotmarker"},
interval = 1.0,
interval = 60,
chance = 1,
catch_up = true,
action = function(pos, node, active_object_count, active_object_count_wider)
@ -217,8 +576,58 @@ if minetest.get_modpath("mg_villages") ~= nil then
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
})
end
end
-- 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.",
privs = {server=true},
func = function(name, param)
-- Check if radius is null
if param == nil then
minetest.chat_send_player(name, "Need to enter a radius as an integer number. Ex. /restore_plotmarkers 10 for a radius of 10")
end
-- Get player position
local pos = {}
for _,player in pairs(minetest.get_connected_players()) do
if player:get_player_name() == name then
pos = player:get_pos()
break
end
end
-- Search for nodes
local radius = tonumber(param)
local start_pos = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local end_pos = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local nodes = minetest.find_nodes_in_area_under_air(start_pos, end_pos,
{"advanced_npc:plotmarker_auto_spawner"})
-- Check if we have nodes to replace
minetest.chat_send_player(name, "Found "..dump(#nodes).." nodes to replace...")
if #nodes == 0 then
return
end
-- Replace all nodes
for i = 1, #nodes do
minetest.log(dump(nodes[i]))
local meta = minetest.get_meta(nodes[i])
local village_id = meta:get_string("village_id")
local plot_nr = meta:get_int("plot_nr")
local infotext = meta:get_string("infotext")
-- Replace node
minetest.set_node(nodes[i], {name="mg_villages:plotmarker"})
-- Set metadata
meta = minetest.get_meta(nodes[i])
meta:set_string("village_id", village_id)
meta:set_int("plot_nr", plot_nr)
meta:set_string("infotext", infotext)
end
minetest.chat_send_player(name, "Finished "..dump(#nodes).." replacement successfully")
end
})