NPC: After interacting with NPC, original yaw is restored.
This commit is contained in:
parent
205bdf6eb1
commit
ec0392096f
@ -368,14 +368,19 @@ end
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-- contains also for diagonals, but remaining in the orthogonal domain is preferrable.
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function npc.actions.rotate(self, args)
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local dir = args.dir
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local yaw = args.yaw or 0
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local start_pos = args.start_pos
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local end_pos = args.end_pos
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-- Calculate dir if positions are given
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if start_pos and end_pos and not dir then
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dir = npc.actions.get_direction(start_pos, end_pos)
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end
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-- Only yaw was given
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if yaw and not dir and not start_pos and not end_pos then
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self.object:setyaw(yaw)
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return
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end
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local yaw = 0
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self.rotate = 0
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if dir == npc.direction.north then
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yaw = 0
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@ -990,6 +995,10 @@ function npc.actions.use_sittable(self, args)
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end
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self.actions.move_state.is_sitting = true
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else
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if self.actions.move_state.is_sitting == false then
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npc.log("DEBUG_ACTION", "NPC "..self.npc_name.." attempted to get up from sit when it is not sitting.")
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return
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end
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-- Find empty areas around chair
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local dir = node.param2 + 2 % 4
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-- Default it to the current position in case it can't find empty
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@ -79,49 +79,47 @@ local basic_def = {
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depends = {1}
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},
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-- Stay put into place
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[3] = {action = npc.actions.cmd.SET_INTERVAL, args = {
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freeze = true,
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interval = 35
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},
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[3] = {
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action = npc.actions.cmd.FREEZE, args = {freeze = true},
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depends = {2}
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},
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[4] = {action = npc.actions.cmd.SET_INTERVAL, args = {
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freeze = true,
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interval = npc.actions.default_interval
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},
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depends = {3}
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},
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-- Get up from sit
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[5] = {action = npc.actions.cmd.USE_SITTABLE, args = {
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pos = npc.places.PLACE_TYPE.CALCULATED.TARGET,
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action = npc.actions.const.sittable.GET_UP
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},
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--depends = {4}
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}
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},
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-- Schedule entry for 1 in the afternoon
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[13] = {
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-- Give NPC money to buy from player
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[1] = {property = npc.schedule_properties.put_multiple_items, args = {
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itemlist = {
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{name="default:iron_lump", random=true, min=2, max=4}
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}
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-- Get up from sit
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[1] = {
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action = npc.actions.cmd.USE_SITTABLE, args = {
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pos = npc.places.PLACE_TYPE.CALCULATED.TARGET,
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action = npc.actions.const.sittable.GET_UP
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},
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},
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-- Give NPC money to buy from player
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[2] = {
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property = npc.schedule_properties.put_multiple_items,
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args = {
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itemlist = {
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{name="default:iron_lump", random=true, min=2, max=4}
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}
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},
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chance = 75
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},
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-- Change trader status to "casual trader"
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[2] = {property = npc.schedule_properties.trader_status, args = {
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status = npc.trade.CASUAL
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},
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[3] = {
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property = npc.schedule_properties.trader_status,
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args = {
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status = npc.trade.CASUAL
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},
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chance = 75
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},
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[3] = {property = npc.schedule_properties.can_receive_gifts, args = {
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can_receive_gifts = false
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},
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[4] = {
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property = npc.schedule_properties.can_receive_gifts,
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args = {
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can_receive_gifts = false
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},
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depends = {1}
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},
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-- Allow mobs_redo wandering
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[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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[5] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 6 in the evening
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[18] = {
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472
npc.lua
472
npc.lua
@ -817,12 +817,6 @@ function npc.lock_actions(self)
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if self.actions.action_timer_lock == true then
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return
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end
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-- Check if NPC is in unmovable state
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if self.actions.move_state
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and (self.actions.move_state.is_sitting == true or self.actions.move_state.is_laying == true) then
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-- Can't lock actions since NPC is in a non-movable state
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return
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end
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local pos = self.object:getpos()
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@ -837,8 +831,12 @@ function npc.lock_actions(self)
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end
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pos.y = self.object:getpos().y
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end
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-- Stop NPC
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npc.actions.execute(self, npc.actions.cmd.STAND, {pos=pos})
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-- Check if NPC is in unmovable state
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if self.actions.move_state
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and self.actions.move_state.is_sitting == false and self.actions.move_state.is_laying == false then
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-- Stop NPC
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npc.actions.execute(self, npc.actions.cmd.STAND, {pos=pos})
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end
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-- Avoid all timer execution
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self.actions.action_timer_lock = true
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-- Reset timer so that it has some time after interaction is done
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@ -860,14 +858,23 @@ function npc.lock_actions(self)
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end
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function npc.unlock_actions(self)
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if self.yaw_before_interaction ~= nil then
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minetest.after(1, function(ent, yaw)
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ent.object:setyaw(yaw)
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end, self, self.yaw_before_interaction)
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self.yaw_before_interaction = nil
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end
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-- Allow timers to execute
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self.actions.action_timer_lock = false
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-- Check if the NPC is sitting or laying states
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if self.actions.move_state
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and (self.actions.move_state.is_sitting == true or self.actions.move_state.is_laying == true) then
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-- Can't unlock actions since NPC is in a non-movable state
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return
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end
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-- Allow timers to execute
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self.actions.action_timer_lock = false
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-- Restore the value of self.freeze
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self.freeze = self.actions.state_before_lock.freeze
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@ -1291,7 +1298,27 @@ end
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---------------------------------------------------------------------------------------
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-- The following functions make up the definitions of on_rightclick(), do_custom()
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-- and other functions that are assigned to the Lua entity definition
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-- This function is executed each time the NPC is loaded
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function npc.after_activate(self)
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-- Reset animation
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if self.actions and self.actions.move_state then
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if self.actions.move_state.is_sitting == true then
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npc.actions.execute(self, npc.actions.cmd.SIT, {pos=self.object:getpos()})
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elseif self.actions.move_state.is_laying == true then
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npc.actions.execute(self, npc.actions.cmd.LAY, {pos=self.object:getpos()})
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end
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-- Reset yaw if available
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if self.yaw_before_interaction then
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self.object:setyaw(self.yaw_before_interaction)
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end
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end
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end
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-- This function is executed on right-click
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function npc.rightclick_interaction(self, clicker)
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-- Store original yaw
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self.yaw_before_interaction = self.object:getyaw()
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-- Rotate NPC toward its clicker
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npc.dialogue.rotate_npc_to_player(self)
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@ -1330,6 +1357,208 @@ function npc.rightclick_interaction(self, clicker)
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end
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end
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function npc.step(self, dtime)
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if self.initialized == nil then
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-- Initialize NPC if spawned using the spawn egg built in from
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-- mobs_redo. This functionality will be removed in the future in
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-- favor of a better manual spawning method with customization
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npc.log("WARNING", "Initializing NPC from entity step. This message should only be appearing if an NPC is being spawned from inventory with egg!")
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npc.initialize(self, self.object:getpos(), true)
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self.tamed = false
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self.owner = nil
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else
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-- NPC is initialized, check other variables
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-- Check child texture issues
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if self.is_child then
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-- Check texture
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npc.texture_check.timer = npc.texture_check.timer + dtime
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if npc.texture_check.timer > npc.texture_check.interval then
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-- Reset timer
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npc.texture_check.timer = 0
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-- Set hornytimer to zero every 60 seconds so that children
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-- don't grow automatically
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self.hornytimer = 0
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-- Set correct textures
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self.texture = {self.selected_texture}
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self.base_texture = {self.selected_texture}
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self.object:set_properties(self)
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npc.log("WARNING", "Corrected textures on NPC child "..dump(self.npc_name))
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-- Set interval to large interval so this code isn't called frequently
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npc.texture_check.interval = 60
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end
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end
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end
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-- Timer function for casual traders to reset their trade offers
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self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
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-- Check if time has come to change offers
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if self.trader_data.trader_status == npc.trade.CASUAL and
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self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
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-- Reset timer
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self.trader_data.change_offers_timer = 0
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-- Re-select casual trade offers
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npc.trade.generate_trade_offers_by_status(self)
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end
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-- Timer function for gifts
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for i = 1, #self.relationships do
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local relationship = self.relationships[i]
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-- Gift timer check
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if relationship.gift_timer_value < relationship.gift_interval then
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relationship.gift_timer_value = relationship.gift_timer_value + dtime
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elseif relationship.talk_timer_value < relationship.gift_interval then
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-- Relationship talk timer - only allows players to increase relationship
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-- by talking on the same intervals as gifts
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relationship.talk_timer_value = relationship.talk_timer_value + dtime
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else
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-- Relationship decrease timer
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if relationship.relationship_decrease_timer_value
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< relationship.relationship_decrease_interval then
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relationship.relationship_decrease_timer_value =
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relationship.relationship_decrease_timer_value + dtime
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else
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-- Check if married to decrease half
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if relationship.phase == "phase6" then
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-- Avoid going below the marriage phase limit
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if (relationship.points - 0.5) >=
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npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
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relationship.points = relationship.points - 0.5
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end
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else
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relationship.points = relationship.points - 1
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end
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relationship.relationship_decrease_timer_value = 0
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--minetest.log(dump(self))
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end
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end
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end
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-- Action queue timer
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-- Check if actions and timers aren't locked
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if self.actions.action_timer_lock == false then
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-- Increment action timer
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self.actions.action_timer = self.actions.action_timer + dtime
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if self.actions.action_timer >= self.actions.action_interval then
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-- Reset action timer
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self.actions.action_timer = 0
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-- Check if NPC is walking
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if self.actions.walking.is_walking == true then
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-- Move NPC to expected position to ensure not getting lost
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local pos = self.actions.walking.target_pos
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self.object:moveto({x=pos.x, y=pos.y, z=pos.z})
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end
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-- Execute action
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self.freeze = npc.execute_action(self)
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-- Check if there are still remaining actions in the queue
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if self.freeze == nil and table.getn(self.actions.queue) > 0 then
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self.freeze = false
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end
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end
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end
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-- Schedule timer
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-- Check if schedules are enabled
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if self.schedules.enabled == true then
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-- Get time of day
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local time = get_time_in_hours()
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-- Check if time is an hour
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if ((time % 1) < dtime) and self.schedules.lock == false then
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-- Activate lock to avoid more than one entry to this code
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self.schedules.lock = true
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-- Get integer part of time
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time = (time) - (time % 1)
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-- Check if there is a schedule entry for this time
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-- Note: Currently only one schedule is supported, for day 0
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npc.log("DEBUG_SCHEDULE", "Time: "..dump(time))
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local schedule = self.schedules.generic[0]
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if schedule ~= nil then
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-- Check if schedule for this time exists
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if schedule[time] ~= nil then
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npc.log("DEBUG_SCHEDULE", "Adding actions to action queue")
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-- Add to action queue all actions on schedule
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for i = 1, #schedule[time] do
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-- Check if schedule has a check function
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if schedule[time][i].check then
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-- Add parameters for check function and run for first time
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npc.log("DEBUG", "NPC "..dump(self.npc_id).." is starting check on "..minetest.pos_to_string(self.object:getpos()))
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local check_params = schedule[time][i]
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-- Calculates how many times check will be executed
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local execution_times = check_params.count
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if check_params.random_execution_times then
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execution_times = math.random(check_params.min_count, check_params.max_count)
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end
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-- Set current parameters
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self.schedules.current_check_params = {
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range = check_params.range,
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walkable_nodes = check_params.walkable_nodes,
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nodes = check_params.nodes,
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actions = check_params.actions,
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none_actions = check_params.none_actions,
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prefer_last_acted_upon_node = check_params.prefer_last_acted_upon_node or false,
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last_node_acted_upon = "",
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execution_count = 0,
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execution_times = execution_times
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}
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-- Enqueue the schedule check
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npc.add_schedule_check(self)
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else
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npc.log("DEBUG_SCHEDULE", "Executing schedule entry for NPC "..dump(self.npc_id)..": "
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..dump(schedule[time][i]))
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-- Run usual schedule entry
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-- Check chance
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local execution_chance = math.random(1, 100)
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if not schedule[time][i].chance or
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(schedule[time][i].chance and execution_chance <= schedule[time][i].chance) then
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-- Check if entry has dependency on other entry
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local dependencies_met = nil
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if schedule[time][i].depends then
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dependencies_met = npc.utils.array_is_subset_of_array(
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self.schedules.temp_executed_queue,
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schedule[time][i].depends)
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end
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-- Check for dependencies being met
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if dependencies_met == nil or dependencies_met == true then
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-- Add tasks
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if schedule[time][i].task ~= nil then
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-- Add task
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npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
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elseif schedule[time][i].action ~= nil then
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-- Add action
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npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
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elseif schedule[time][i].property ~= nil then
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-- Change NPC property
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npc.schedule_change_property(self, schedule[time][i].property, schedule[time][i].args)
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end
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-- Backward compatibility check
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if self.schedules.temp_executed_queue then
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-- Add into execution queue to meet dependency
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table.insert(self.schedules.temp_executed_queue, i)
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end
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end
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else
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-- TODO: Change to debug
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npc.log("DEBUG", "Skipping schedule entry for time "..dump(time)..": "..dump(schedule[time][i]))
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end
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end
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end
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-- Clear execution queue
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self.schedules.temp_executed_queue = {}
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npc.log("DEBUG", "New action queue: "..dump(self.actions.queue))
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end
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end
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else
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-- Check if lock can be released
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if (time % 1) > dtime + 0.1 then
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-- Release lock
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self.schedules.lock = false
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end
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end
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end
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return self.freeze
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end
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---------------------------------------------------------------------------------------
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-- NPC Definition
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@ -1420,14 +1649,7 @@ mobs:register_mob("advanced_npc:npc", {
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punch_end = 219,
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},
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after_activate = function(self, staticdata, def, dtime)
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-- Reset animation
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if self.actions and self.actions.move_state then
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if self.actions.move_state.is_sitting == true then
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npc.actions.sit(self, {pos=self.object:getpos()})
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elseif self.actions.move_state.is_laying == true then
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npc.actions.lay(self, {pos=self.object:getpos()})
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end
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end
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npc.after_activate(self)
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end,
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on_rightclick = function(self, clicker)
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-- Check if right-click interaction is enabled
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@ -1436,220 +1658,10 @@ mobs:register_mob("advanced_npc:npc", {
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end
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end,
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do_custom = function(self, dtime)
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if self.initialized == nil then
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-- Initialize NPC if spawned using the spawn egg built in from
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-- mobs_redo. This functionality will be removed in the future in
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-- favor of a better manual spawning method with customization
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npc.log("WARNING", "Initializing NPC from entity step. This message should only be appearing if an NPC is being spawned from inventory with egg!")
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npc.initialize(self, self.object:getpos(), true)
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self.tamed = false
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self.owner = nil
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else
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-- NPC is initialized, check other variables
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-- Check child texture issues
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if self.is_child then
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-- Check texture
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npc.texture_check.timer = npc.texture_check.timer + dtime
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if npc.texture_check.timer > npc.texture_check.interval then
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-- Reset timer
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npc.texture_check.timer = 0
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-- Set hornytimer to zero every 60 seconds so that children
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-- don't grow automatically
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self.hornytimer = 0
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-- Set correct textures
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self.texture = {self.selected_texture}
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self.base_texture = {self.selected_texture}
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self.object:set_properties(self)
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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
|
||||
-------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user