Actions: Enhance walking reliability by adding a moveto() at the end of every step and just before the next step.

Increase walking speed constants to more normal values.
This commit is contained in:
Hector Franqui
2017-05-05 09:13:30 -04:00
parent 55c6146e94
commit f4c374314a
3 changed files with 57 additions and 16 deletions

31
npc.lua
View File

@ -240,7 +240,18 @@ function npc.initialize(entity, pos, is_lua_entity)
action_state = npc.action_state.none,
-- Action executed while on lock
interrupted_action = {}
}
},
-- Walking variables -- required for implementing accurate movement code
walking = {
-- Defines whether NPC is walking to specific position or not
is_walking = false,
-- Path that the NPC is following
path = {},
-- Target position the NPC is supposed to walk to in this step. NOTE:
-- This is NOT the end of the path, but the next position in the path
-- relative to the last position
target_pos = {}
}
}
-- This flag is checked on every step. If it is true, the rest of
@ -270,8 +281,7 @@ function npc.initialize(entity, pos, is_lua_entity)
-- Temporary initialization of actions for testing
local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"cottages:bench"}, 20)
minetest.log("Self destination: "..minetest.pos_to_string(nodes[1]))
--minetest.log("Self destination: "..minetest.pos_to_string(nodes[1]))
--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20, {})
--minetest.log("Path to node: "..dump(path))
@ -288,7 +298,7 @@ function npc.initialize(entity, pos, is_lua_entity)
-- --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
--end
-- Dedicated trade test
ent.trader_data.trade_list.both = {
@ -324,7 +334,8 @@ function npc.initialize(entity, pos, is_lua_entity)
[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 = {}} }
--local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
local afternoon_actions = {[1] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.GET_UP} } }
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)
@ -535,10 +546,13 @@ function npc.execute_action(self)
return self.freeze
end
local action_obj = self.actions.queue[1]
if action_obj.action == nil then
return
end
-- If the entry is a task, then push all this new operations in
-- stack fashion
if action_obj.is_task == true then
minetest.log("Executing task")
minetest.log("Executing task: "..dump(action_obj))
-- Backup current queue
local backup_queue = self.actions.queue
-- Remove this "task" action from queue
@ -918,6 +932,11 @@ mobs:register_mob("advanced_npc:npc", {
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
local pos = self.actions.walking.target_pos
self.object:moveto({x=pos.x, y=pos.y + 1, z=pos.z})
end
-- Execute action
self.freeze = npc.execute_action(self)
-- Check if there are still remaining actions in the queue