NPC: After interacting with NPC, original yaw is restored.

This commit is contained in:
Hector Franqui 2017-10-19 21:47:35 -04:00
parent 205bdf6eb1
commit ec0392096f
3 changed files with 279 additions and 260 deletions

View File

@ -368,14 +368,19 @@ end
-- contains also for diagonals, but remaining in the orthogonal domain is preferrable.
function npc.actions.rotate(self, args)
local dir = args.dir
local yaw = args.yaw or 0
local start_pos = args.start_pos
local end_pos = args.end_pos
-- Calculate dir if positions are given
if start_pos and end_pos and not dir then
dir = npc.actions.get_direction(start_pos, end_pos)
end
-- Only yaw was given
if yaw and not dir and not start_pos and not end_pos then
self.object:setyaw(yaw)
return
end
local yaw = 0
self.rotate = 0
if dir == npc.direction.north then
yaw = 0
@ -990,6 +995,10 @@ function npc.actions.use_sittable(self, args)
end
self.actions.move_state.is_sitting = true
else
if self.actions.move_state.is_sitting == false then
npc.log("DEBUG_ACTION", "NPC "..self.npc_name.." attempted to get up from sit when it is not sitting.")
return
end
-- Find empty areas around chair
local dir = node.param2 + 2 % 4
-- Default it to the current position in case it can't find empty

View File

@ -79,49 +79,47 @@ local basic_def = {
depends = {1}
},
-- Stay put into place
[3] = {action = npc.actions.cmd.SET_INTERVAL, args = {
freeze = true,
interval = 35
},
[3] = {
action = npc.actions.cmd.FREEZE, args = {freeze = true},
depends = {2}
},
[4] = {action = npc.actions.cmd.SET_INTERVAL, args = {
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.CALCULATED.TARGET,
action = npc.actions.const.sittable.GET_UP
},
--depends = {4}
}
},
-- Schedule entry for 1 in the afternoon
[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}
}
-- Get up from sit
[1] = {
action = npc.actions.cmd.USE_SITTABLE, args = {
pos = npc.places.PLACE_TYPE.CALCULATED.TARGET,
action = npc.actions.const.sittable.GET_UP
},
},
-- Give NPC money to buy from player
[2] = {
property = npc.schedule_properties.put_multiple_items,
args = {
itemlist = {
{name="default:iron_lump", random=true, min=2, max=4}
}
},
chance = 75
},
-- Change trader status to "casual trader"
[2] = {property = npc.schedule_properties.trader_status, args = {
status = npc.trade.CASUAL
},
[3] = {
property = npc.schedule_properties.trader_status,
args = {
status = npc.trade.CASUAL
},
chance = 75
},
[3] = {property = npc.schedule_properties.can_receive_gifts, args = {
can_receive_gifts = false
},
[4] = {
property = npc.schedule_properties.can_receive_gifts,
args = {
can_receive_gifts = false
},
depends = {1}
},
-- Allow mobs_redo wandering
[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
[5] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
},
-- Schedule entry for 6 in the evening
[18] = {

472
npc.lua
View File

@ -817,12 +817,6 @@ function npc.lock_actions(self)
if self.actions.action_timer_lock == true then
return
end
-- Check if NPC is in unmovable state
if self.actions.move_state
and (self.actions.move_state.is_sitting == true or self.actions.move_state.is_laying == true) then
-- Can't lock actions since NPC is in a non-movable state
return
end
local pos = self.object:getpos()
@ -837,8 +831,12 @@ function npc.lock_actions(self)
end
pos.y = self.object:getpos().y
end
-- Stop NPC
npc.actions.execute(self, npc.actions.cmd.STAND, {pos=pos})
-- Check if NPC is in unmovable state
if self.actions.move_state
and self.actions.move_state.is_sitting == false and self.actions.move_state.is_laying == false then
-- Stop NPC
npc.actions.execute(self, npc.actions.cmd.STAND, {pos=pos})
end
-- Avoid all timer execution
self.actions.action_timer_lock = true
-- Reset timer so that it has some time after interaction is done
@ -860,14 +858,23 @@ function npc.lock_actions(self)
end
function npc.unlock_actions(self)
if self.yaw_before_interaction ~= nil then
minetest.after(1, function(ent, yaw)
ent.object:setyaw(yaw)
end, self, self.yaw_before_interaction)
self.yaw_before_interaction = nil
end
-- Allow timers to execute
self.actions.action_timer_lock = false
-- Check if the NPC is sitting or laying states
if self.actions.move_state
and (self.actions.move_state.is_sitting == true or self.actions.move_state.is_laying == true) then
-- Can't unlock actions since NPC is in a non-movable state
return
end
-- Allow timers to execute
self.actions.action_timer_lock = false
-- Restore the value of self.freeze
self.freeze = self.actions.state_before_lock.freeze
@ -1291,7 +1298,27 @@ end
---------------------------------------------------------------------------------------
-- The following functions make up the definitions of on_rightclick(), do_custom()
-- and other functions that are assigned to the Lua entity definition
-- This function is executed each time the NPC is loaded
function npc.after_activate(self)
-- Reset animation
if self.actions and self.actions.move_state then
if self.actions.move_state.is_sitting == true then
npc.actions.execute(self, npc.actions.cmd.SIT, {pos=self.object:getpos()})
elseif self.actions.move_state.is_laying == true then
npc.actions.execute(self, npc.actions.cmd.LAY, {pos=self.object:getpos()})
end
-- Reset yaw if available
if self.yaw_before_interaction then
self.object:setyaw(self.yaw_before_interaction)
end
end
end
-- This function is executed on right-click
function npc.rightclick_interaction(self, clicker)
-- Store original yaw
self.yaw_before_interaction = self.object:getyaw()
-- Rotate NPC toward its clicker
npc.dialogue.rotate_npc_to_player(self)
@ -1330,6 +1357,208 @@ function npc.rightclick_interaction(self, clicker)
end
end
function npc.step(self, dtime)
if self.initialized == nil then
-- Initialize NPC if spawned using the spawn egg built in from
-- mobs_redo. This functionality will be removed in the future in
-- favor of a better manual spawning method with customization
npc.log("WARNING", "Initializing NPC from entity step. This message should only be appearing if an NPC is being spawned from inventory with egg!")
npc.initialize(self, self.object:getpos(), true)
self.tamed = false
self.owner = nil
else
-- NPC is initialized, check other variables
-- Check child texture issues
if self.is_child then
-- Check texture
npc.texture_check.timer = npc.texture_check.timer + dtime
if npc.texture_check.timer > npc.texture_check.interval then
-- Reset timer
npc.texture_check.timer = 0
-- Set hornytimer to zero every 60 seconds so that children
-- don't grow automatically
self.hornytimer = 0
-- Set correct textures
self.texture = {self.selected_texture}
self.base_texture = {self.selected_texture}
self.object:set_properties(self)
npc.log("WARNING", "Corrected textures on NPC child "..dump(self.npc_name))
-- Set interval to large interval so this code isn't called frequently
npc.texture_check.interval = 60
end
end
end
-- 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
-- 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
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
else
relationship.points = relationship.points - 1
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
-- Check if NPC is walking
if self.actions.walking.is_walking == true then
-- Move NPC to expected position to ensure not getting lost
local pos = self.actions.walking.target_pos
self.object:moveto({x=pos.x, y=pos.y, z=pos.z})
end
-- 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
-- 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) < dtime) 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
npc.log("DEBUG_SCHEDULE", "Time: "..dump(time))
local schedule = self.schedules.generic[0]
if schedule ~= nil then
-- Check if schedule for this time exists
if schedule[time] ~= nil then
npc.log("DEBUG_SCHEDULE", "Adding actions to action queue")
-- Add to action queue all actions on schedule
for i = 1, #schedule[time] do
-- Check if schedule has a check function
if schedule[time][i].check then
-- Add parameters for check function and run for first time
npc.log("DEBUG", "NPC "..dump(self.npc_id).." is starting check on "..minetest.pos_to_string(self.object:getpos()))
local check_params = schedule[time][i]
-- Calculates how many times check will be executed
local execution_times = check_params.count
if check_params.random_execution_times then
execution_times = math.random(check_params.min_count, check_params.max_count)
end
-- Set current parameters
self.schedules.current_check_params = {
range = check_params.range,
walkable_nodes = check_params.walkable_nodes,
nodes = check_params.nodes,
actions = check_params.actions,
none_actions = check_params.none_actions,
prefer_last_acted_upon_node = check_params.prefer_last_acted_upon_node or false,
last_node_acted_upon = "",
execution_count = 0,
execution_times = execution_times
}
-- Enqueue the schedule check
npc.add_schedule_check(self)
else
npc.log("DEBUG_SCHEDULE", "Executing schedule entry for NPC "..dump(self.npc_id)..": "
..dump(schedule[time][i]))
-- Run usual schedule entry
-- Check chance
local execution_chance = math.random(1, 100)
if not schedule[time][i].chance or
(schedule[time][i].chance and execution_chance <= schedule[time][i].chance) then
-- Check if entry has dependency on other entry
local dependencies_met = nil
if schedule[time][i].depends then
dependencies_met = npc.utils.array_is_subset_of_array(
self.schedules.temp_executed_queue,
schedule[time][i].depends)
end
-- Check for dependencies being met
if dependencies_met == nil or dependencies_met == true then
-- Add tasks
if schedule[time][i].task ~= nil then
-- Add task
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
elseif schedule[time][i].action ~= nil then
-- Add action
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
elseif schedule[time][i].property ~= nil then
-- Change NPC property
npc.schedule_change_property(self, schedule[time][i].property, schedule[time][i].args)
end
-- Backward compatibility check
if self.schedules.temp_executed_queue then
-- Add into execution queue to meet dependency
table.insert(self.schedules.temp_executed_queue, i)
end
end
else
-- TODO: Change to debug
npc.log("DEBUG", "Skipping schedule entry for time "..dump(time)..": "..dump(schedule[time][i]))
end
end
end
-- Clear execution queue
self.schedules.temp_executed_queue = {}
npc.log("DEBUG", "New action queue: "..dump(self.actions.queue))
end
end
else
-- Check if lock can be released
if (time % 1) > dtime + 0.1 then
-- Release lock
self.schedules.lock = false
end
end
end
return self.freeze
end
---------------------------------------------------------------------------------------
-- NPC Definition
@ -1420,14 +1649,7 @@ mobs:register_mob("advanced_npc:npc", {
punch_end = 219,
},
after_activate = function(self, staticdata, def, dtime)
-- Reset animation
if self.actions and self.actions.move_state then
if self.actions.move_state.is_sitting == true then
npc.actions.sit(self, {pos=self.object:getpos()})
elseif self.actions.move_state.is_laying == true then
npc.actions.lay(self, {pos=self.object:getpos()})
end
end
npc.after_activate(self)
end,
on_rightclick = function(self, clicker)
-- Check if right-click interaction is enabled
@ -1436,220 +1658,10 @@ mobs:register_mob("advanced_npc:npc", {
end
end,
do_custom = function(self, dtime)
if self.initialized == nil then
-- Initialize NPC if spawned using the spawn egg built in from
-- mobs_redo. This functionality will be removed in the future in
-- favor of a better manual spawning method with customization
npc.log("WARNING", "Initializing NPC from entity step. This message should only be appearing if an NPC is being spawned from inventory with egg!")
npc.initialize(self, self.object:getpos(), true)
self.tamed = false
self.owner = nil
else
-- NPC is initialized, check other variables
-- Check child texture issues
if self.is_child then
-- Check texture
npc.texture_check.timer = npc.texture_check.timer + dtime
if npc.texture_check.timer > npc.texture_check.interval then
-- Reset timer
npc.texture_check.timer = 0
-- Set hornytimer to zero every 60 seconds so that children
-- don't grow automatically
self.hornytimer = 0
-- Set correct textures
self.texture = {self.selected_texture}
self.base_texture = {self.selected_texture}
self.object:set_properties(self)
npc.log("WARNING", "Corrected textures on NPC child "..dump(self.npc_name))
-- Set interval to large interval so this code isn't called frequently
npc.texture_check.interval = 60
end
end
end
-- 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
-- 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
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
else
relationship.points = relationship.points - 1
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
-- Check if NPC is walking
if self.actions.walking.is_walking == true then
-- Move NPC to expected position to ensure not getting lost
local pos = self.actions.walking.target_pos
self.object:moveto({x=pos.x, y=pos.y, z=pos.z})
end
-- 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
-- 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) < dtime) 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
npc.log("DEBUG_SCHEDULE", "Time: "..dump(time))
local schedule = self.schedules.generic[0]
if schedule ~= nil then
-- Check if schedule for this time exists
if schedule[time] ~= nil then
npc.log("DEBUG_SCHEDULE", "Adding actions to action queue")
-- Add to action queue all actions on schedule
for i = 1, #schedule[time] do
-- Check if schedule has a check function
if schedule[time][i].check then
-- Add parameters for check function and run for first time
npc.log("DEBUG", "NPC "..dump(self.npc_id).." is starting check on "..minetest.pos_to_string(self.object:getpos()))
local check_params = schedule[time][i]
-- Calculates how many times check will be executed
local execution_times = check_params.count
if check_params.random_execution_times then
execution_times = math.random(check_params.min_count, check_params.max_count)
end
-- Set current parameters
self.schedules.current_check_params = {
range = check_params.range,
walkable_nodes = check_params.walkable_nodes,
nodes = check_params.nodes,
actions = check_params.actions,
none_actions = check_params.none_actions,
prefer_last_acted_upon_node = check_params.prefer_last_acted_upon_node or false,
last_node_acted_upon = "",
execution_count = 0,
execution_times = execution_times
}
-- Enqueue the schedule check
npc.add_schedule_check(self)
else
npc.log("DEBUG_SCHEDULE", "Executing schedule entry for NPC "..dump(self.npc_id)..": "
..dump(schedule[time][i]))
-- Run usual schedule entry
-- Check chance
local execution_chance = math.random(1, 100)
if not schedule[time][i].chance or
(schedule[time][i].chance and execution_chance <= schedule[time][i].chance) then
-- Check if entry has dependency on other entry
local dependencies_met = nil
if schedule[time][i].depends then
dependencies_met = npc.utils.array_is_subset_of_array(
self.schedules.temp_executed_queue,
schedule[time][i].depends)
end
-- Check for dependencies being met
if dependencies_met == nil or dependencies_met == true then
-- Add tasks
if schedule[time][i].task ~= nil then
-- Add task
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
elseif schedule[time][i].action ~= nil then
-- Add action
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
elseif schedule[time][i].property ~= nil then
-- Change NPC property
npc.schedule_change_property(self, schedule[time][i].property, schedule[time][i].args)
end
-- Backward compatibility check
if self.schedules.temp_executed_queue then
-- Add into execution queue to meet dependency
table.insert(self.schedules.temp_executed_queue, i)
end
end
else
-- TODO: Change to debug
npc.log("DEBUG", "Skipping schedule entry for time "..dump(time)..": "..dump(schedule[time][i]))
end
end
end
-- Clear execution queue
self.schedules.temp_executed_queue = {}
npc.log("DEBUG", "New action queue: "..dump(self.actions.queue))
end
end
else
-- Check if lock can be released
if (time % 1) > dtime + 0.1 then
-- Release lock
self.schedules.lock = false
end
end
end
return self.freeze
return npc.step(self, dtime)
end
})
-- Spawn
-- mobs:spawn({
-- name = "advanced_npc:npc",
-- nodes = {"advanced_npc:plotmarker_auto_spawner", "mg_villages:plotmarker"},
-- min_light = 3,
-- active_object_count = 1,
-- interval = 5,
-- chance = 1,
-- --max_height = 0,
-- on_spawn = npc.initialize
-- })
-------------------------------------------------------------------------
-- Item definitions
-------------------------------------------------------------------------