-- Actions code for Advanced NPC by Zorman2000 --------------------------------------------------------------------------------------- -- Action functionality --------------------------------------------------------------------------------------- -- The NPCs will be able to perform five fundamental actions that will allow -- for them to perform any other kind of interaction in the world. These -- fundamental actions are: place a node, dig a node, put items on an inventory, -- take items from an inventory, find a node closeby (radius 3) and -- walk a step on specific direction. These actions will be set on an action queue. -- The queue will have the specific steps, in order, for the NPC to be able to do -- something (example, go to a specific place and put a chest there). The -- fundamental actions are added to the action queue to make a complete task for the NPC. npc.actions = {} -- Describes actions with doors or openable nodes npc.actions.const = { doors = { action = { OPEN = 1, CLOSE = 2 }, state = { OPEN = 1, CLOSED = 2 } }, beds = { LAY = 1, GET_UP = 2 }, sittable = { SIT = 1, GET_UP = 2 } } function npc.actions.rotate(args) local self = args.self local dir = args.dir local yaw = 0 self.rotate = 0 if dir == npc.direction.north then yaw = 0 elseif dir == npc.direction.north_east then yaw = (7 * math.pi) / 4 elseif dir == npc.direction.east then yaw = (3 * math.pi) / 2 elseif dir == npc.direction.south_east then yaw = (5 * math.pi) / 4 elseif dir == npc.direction.south then yaw = math.pi elseif dir == npc.direction.south_west then yaw = (3 * math.pi) / 4 elseif dir == npc.direction.west then yaw = math.pi / 2 elseif dir == npc.direction.north_west then yaw = math.pi / 4 end self.object:setyaw(yaw) end -- This function will make the NPC walk one step on a -- specifc direction. One step means one node. It returns -- true if it can move on that direction, and false if there is an obstacle function npc.actions.walk_step(args) local self = args.self local dir = args.dir local vel = {} if dir == npc.direction.north then vel = {x=0, y=0, z=0.98} elseif dir == npc.direction.east then vel = {x=0.98, y=0, z=0} elseif dir == npc.direction.south then vel = {x=0, y=0, z=-0.98} elseif dir == npc.direction.west then vel = {x=-0.98, y=0, z=0} end -- Rotate NPC npc.actions.rotate({self=self, dir=dir}) -- Set velocity so that NPC walks self.object:setvelocity(vel) -- Set walk animation self.object:set_animation({ x = npc.ANIMATION_WALK_START, y = npc.ANIMATION_WALK_END}, self.animation.speed_normal, 0) end -- This action makes the NPC stand and remain like that function npc.actions.stand(args) local self = args.self local pos = args.pos local dir = args.dir -- Stop NPC self.object:setvelocity({x=0, y=0, z=0}) -- If position given, set to that position if pos ~= nil then self.object:moveto(pos) end -- If dir given, set to that dir if dir ~= nil then npc.actions.rotate({self=self, dir=dir}) end -- Set stand animation self.object:set_animation({ x = npc.ANIMATION_STAND_START, y = npc.ANIMATION_STAND_END}, self.animation.speed_normal, 0) end -- This action makes the NPC sit on the node where it is function npc.actions.sit(args) local self = args.self local pos = args.pos local dir = args.dir -- Stop NPC self.object:setvelocity({x=0, y=0, z=0}) -- If position given, set to that position if pos ~= nil then self.object:moveto(pos) end -- If dir given, set to that dir if dir ~= nil then npc.actions.rotate({self=self, dir=dir}) end -- Set sit animation self.object:set_animation({ x = npc.ANIMATION_SIT_START, y = npc.ANIMATION_SIT_END}, self.animation.speed_normal, 0) end -- This action makes the NPC lay on the node where it is function npc.actions.lay(args) local self = args.self local pos = args.pos -- Stop NPC self.object:setvelocity({x=0, y=0, z=0}) -- If position give, set to that position if pos ~= nil then self.object:moveto(pos) end -- Set sit animation self.object:set_animation({ x = npc.ANIMATION_LAY_START, y = npc.ANIMATION_LAY_END}, self.animation.speed_normal, 0) end -- Inventory functions for players and for nodes -- This function is a convenience function to make it easy to put -- and get items from another inventory (be it a player inv or -- a node inv) function npc.actions.put_item_on_external_inventory(args) local self = args.self local player = args.player local pos = args.pos local inv_list = args.inv_list local item_name = args.item_name local count = args.count local is_furnace = args.is_furnace local inv if player ~= nil then inv = minetest.get_inventory({type="player", name=player}) else inv = minetest.get_inventory({type="node", pos=pos}) end -- Create ItemStack to put on external inventory local item = ItemStack(item_name.." "..count) -- Check if there is enough room to add the item on external invenotry if inv:room_for_item(inv_list, item) then -- Take item from NPC's inventory if npc.take_item_from_inventory_itemstring(self, item) then -- NPC doesn't have item and/or specified quantity return false end -- Add items to external inventory inv:add_item(inv_list, item) -- If this is a furnace, start furnace timer if is_furnace == true then minetest.get_node_timer(pos):start(1.0) end return true end -- Not able to put on external inventory return false end function npc.actions.take_item_from_external_inventory(args) local self = args.self local player = args.player local pos = args.pos local inv_list = args.inv_list local item_name = args.item_name local count = args.count local inv if player ~= nil then inv = minetest.get_inventory({type="player", name=player}) else inv = minetest.get_inventory({type="node", pos}) end -- Create ItemSTack to take from external inventory local item = ItemStack(item_name.." "..count) -- Check if there is enough of the item to take if inv:contains_item(inv_list, item) then -- Add item to NPC's inventory npc.add_item_to_inventory_itemstring(self, item) -- Add items to external inventory inv:remove_item(inv_list, item) return true end -- Not able to put on external inventory return false end function npc.actions.check_external_inventory_contains_item(args) local self = args.self local player = args.player local pos = args.pos local inv_list = args.inv_list local item_name = args.item_name local count = args.count local inv if player ~= nil then inv = minetest.get_inventory({type="player", name=player}) else inv = minetest.get_inventory({type="node", pos}) end -- Create ItemStack for checking the external inventory local item = ItemStack(item_name.." "..count) -- Check if inventory contains item return inv:contains_item(inv_list, item) end -- TODO: Refactor this function so that it uses a table to check -- for doors instead of having separate logic for each door type function npc.actions.get_openable_node_state(node, npc_dir) minetest.log("Node name: "..dump(node.name)) local state = npc.actions.const.doors.state.CLOSED -- Check for default doors and gates local a_i1, a_i2 = string.find(node.name, "_a") -- Check for cottages gates local open_i1, open_i2 = string.find(node.name, "_close") -- Check for cottages half door local half_door_is_closed = false if node.name == "cottages:half_door" then half_door_is_closed = (node.param2 + 2) % 4 == npc_dir end if a_i1 == nil and open_i1 == nil and not half_door_is_closed then state = npc.actions.const.doors.state.OPEN end minetest.log("Door state: "..dump(state)) return state end -- This function is used to open or close openable nodes. -- Currently supported openable nodes are: any doors using the -- default doors API, and the cottages mod gates and doors. function npc.actions.use_door(args) local self = args.self local pos = args.pos local action = args.action local dir = args.dir local node = minetest.get_node(pos) local state = npc.actions.get_openable_node_state(node, dir) local clicker = self.object if action ~= state then minetest.registered_nodes[node.name].on_rightclick(pos, node, clicker, nil, nil) end end --------------------------------------------------------------------------------------- -- Tasks functionality --------------------------------------------------------------------------------------- -- Tasks are operations that require many actions to perform. Basic tasks, like -- walking from one place to another, operating a furnace, storing or taking -- items from a chest, are provided here. -- This function allows a NPC to use a furnace using only items from -- its own inventory. Fuel is not provided. Once the furnace is finished -- with the fuel items the NPC will take whatever was cooked and whatever -- remained to cook. The function received the position of the furnace -- to use, and the item to cook in furnace. Item is an itemstring function npc.actions.use_furnace(self, pos, item) -- Check if any item in the NPC inventory serve as fuel -- For now, just use some specific items as fuels local fuels = {"default:leaves", "default:tree", ""} -- Check if NPC has a fuel item for i = 1,2 do local fuel_item = npc.inventory_contains(self, fuels[i]) local src_item = npc.inventory_contains(self, item) if fuel_item ~= nil and src_item ~= nil then -- Put this item on the fuel inventory list of the furnace local args = { self = self, player = nil, pos = pos, inv_list = "fuel", item_name = npc.get_item_name(fuel_item.item_string), count = npc.get_item_count(fuel_item.item_string) } npc.add_action(self, npc.actions.put_item_on_external_inventory, args) -- Put the item that we want to cook on the furnace args = { self = self, player = nil, pos = pos, inv_list = "src", item_name = npc.get_item_name(src_item.item_string), count = npc.get_item_count(src_item.item_string), is_furnace = true } npc.add_action(self, npc.actions.put_item_on_external_inventory, args) -- TODO: Need to add a way to calculate how many seconds will pass -- until the furnace is done, or at least the items that we expect -- to get (assume all items to be cooked are the ones ewe expect back) -- Then, add that many stand actions, then an action to take the items. return true end end -- Couldn't use the furnace due to lack of items return false end -- This function makes the NPC lay or stand up from a bed. The -- pos is the location of the bed, action can be lay or get up function npc.actions.use_bed(self, pos, action) local node = minetest.get_node(pos) minetest.log(dump(node)) local dir = minetest.facedir_to_dir(node.param2) if action == npc.actions.const.beds.LAY then -- Get position local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir) -- Sit down on bed, rotate to correct direction npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos, dir=(node.param2 + 2) % 4}) -- Lay down npc.add_action(self, npc.actions.lay, {self=self}) else -- Calculate position to get up local bed_pos_y = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir).y local bed_pos = {x = pos.x, y = bed_pos_y, z = pos.z} -- Sit up npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos}) -- Initialize direction: Default is front of bottom of bed local dir = (node.param2 + 2) % 4 -- Find empty node around node -- Take into account that mats are close to the floor, so y adjustmen is zero local y_adjustment = -1 if npc.actions.nodes.beds[node.name].type == "mat" then y_adjustment = 0 end local empty_nodes = npc.places.find_node_orthogonally(bed_pos, {"air", "cottages:bench"}, y_adjustment) if empty_nodes ~= nil then -- Get direction to the empty node dir = npc.actions.get_direction(bed_pos, empty_nodes[1].pos) end -- Calculate position to get out of bed local pos_out_of_bed = {x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z} -- Account for benches if they are present to avoid standing over them if empty_nodes[1].name == "cottages:bench" then pos_out_of_bed = {x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z} if empty_nodes[1].param2 == 0 then pos_out_of_bed.z = pos_out_of_bed.z - 0.3 elseif empty_nodes[1].param2 == 1 then pos_out_of_bed.x = pos_out_of_bed.x - 0.3 elseif empty_nodes[1].param2 == 2 then pos_out_of_bed.z = pos_out_of_bed.z + 0.3 elseif empty_nodes[1].param2 == 3 then pos_out_of_bed.x = pos_out_of_bed.x + 0.3 end end -- Stand out of bed npc.add_action(self, npc.actions.stand, {self=self, pos=pos_out_of_bed, dir=dir}) end end -- This function makes the NPC lay or stand up from a bed. The -- pos is the location of the bed, action can be lay or get up function npc.actions.use_sittable(self, pos, action) local node = minetest.get_node(pos) if action == npc.actions.const.sittable.SIT then -- Calculate position depending on bench minetest.log("Got sit position: "..dump(sit_pos)) local sit_pos = npc.actions.nodes.sittable[node.name].get_sit_pos(pos, node.param2) -- Sit down on bench/chair/stairs npc.add_action(self, npc.actions.sit, {self=self, pos=sit_pos, dir=(node.param2 + 2) % 4}) else -- Find empty areas around chair local dir = node.param2 + 2 % 4 local empty_nodes = npc.places.find_node_orthogonally(pos, {"air"}, 0) if empty_nodes ~= nil then -- Get direction to the empty node dir = npc.actions.get_direction(pos, empty_nodes[1].pos) end -- Calculate position to get out of bed local pos_out_of_sittable = {x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z} -- Stand npc.add_action(self, npc.actions.stand, {self=self, pos=pos_out_of_sittable, dir=dir}) end end -- This function returns the direction enum -- for the moving from v1 to v2 function npc.actions.get_direction(v1, v2) local dir = vector.subtract(v2, v1) if dir.x ~= 0 then if dir.x > 0 then return npc.direction.east else return npc.direction.west end elseif dir.z ~= 0 then if dir.z > 0 then return npc.direction.north else return npc.direction.south end end end -- This function can be used to make the NPC walk from one -- position to another. If the optional parameter walkable_nodes -- is included, which is a table of node names, these nodes are -- going to be considered walkable for the algorithm to find a -- path. function npc.actions.walk_to_pos(self, end_pos, walkable_nodes) local start_pos = self.object:getpos() -- Set walkable nodes to empty if the parameter hasn't been used if walkable_nodes == nil then walkable_nodes = {} end -- Find path local path = pathfinder.find_path(start_pos, end_pos, 20, walkable_nodes) if path ~= nil then minetest.log("Found path to node: "..dump(end_pos)) local door_opened = false -- Add steps to path for i = 1, #path do -- Do not add an extra step if reached the goal node if (i+1) == #path then -- Add direction to last node local dir = npc.actions.get_direction(path[i].pos, end_pos) -- Add stand animation at end npc.add_action(self, npc.actions.stand, {self = self, dir = dir}) break end -- Get direction to move from path[i] to path[i+1] local dir = npc.actions.get_direction(path[i].pos, path[i+1].pos) -- Check if next node is a door, if it is, open it, then walk if path[i+1].type == pathfinder.node_types.openable then -- Check if door is already open local node = minetest.get_node(path[i+1].pos) if npc.actions.get_openable_node_state(node, dir) == npc.actions.const.doors.state.CLOSED then minetest.log("Opening action to open door") -- Stop to open door, this avoids misplaced movements later on npc.add_action(self, npc.actions.stand, {self=self, dir=dir}) -- Open door npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, dir=dir, action=npc.actions.const.doors.action.OPEN}) door_opened = true end end -- Add walk action to action queue npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir}) if door_opened then -- Stop to close door, this avoids misplaced movements later on npc.add_action(self, npc.actions.stand, {self=self, dir=(dir + 2)% 4}) -- Close door npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE}) door_opened = false end end else minetest.log("Unable to find path.") end end -- ATTENTION: -- Old, deprecated, non-functional code below: --------------------------------------------------------------------------------------- -- Path-finding code --------------------------------------------------------------------------------------- -- This is the limit to search for a path based on the goal node. -- If the path finder code goes beyond this limit in nodes away -- on the x or z plane, it will stop looking for a path -- npc.actions.PATH_DIFF_LIMIT = 125 -- -- Returns the opposite of a vector (scalar multiplication by -1) -- local function vector_opposite(v) -- return vector.multiply(v, -1) -- end -- -- Returns a unit direction vector based on the largest coordinate -- local function get_unit_dir_vector_based_on_diff(v) -- if math.abs(v.x) > math.abs(v.z) then -- return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0} -- elseif math.abs(v.z) > math.abs(v.x) then -- return {x=0, y=0, z=(v.z/math.abs(v.z)) * -1} -- elseif math.abs(v.x) == math.abs(v.z) then -- return {x=(v.x/math.abs(v.x)) * -1, y=0, z=(v.z/math.abs(v.z)) * -1} -- end -- end -- -- This function is used to determine if a node is walkable -- -- or openable, in which case is good to use when finding a path -- local function is_good_node(node) -- -- Is openable is to support doors, fence gates and other -- -- doors from other mods. Currently, default doors and gates -- -- will be supported. Cottages doors should also be supported. -- --minetest.log("Node name: "..dump(node.name)) -- local is_openable = false -- local start_i,end_i = string.find(node.name, "doors:") -- is_openable = start_i ~= nil -- --minetest.log("Is node openable: "..dump(is_openable)) -- --minetest.log("Is node walkable: "..dump(not minetest.registered_nodes[node.name].walkable)) -- if not minetest.registered_nodes[node.name].walkable then -- return "W" -- elseif is_openable then -- return "O" -- else -- return "N" -- end -- end -- -- Finds paths ignoring vertical obstacles -- -- This function is recursive and attempts to move all the time on -- -- the direction that will definetely lead to the end position. -- local function find_path_recursive(start_pos, end_pos, path_nodes, last_dir, last_good_dir, last_good_try) -- minetest.log("Start pos: "..dump(start_pos)) -- -- Find difference. The purpose of this is to weigh movement, attempting -- -- the largest difference first, or both if equal. -- local diff = vector.subtract(start_pos, end_pos) -- minetest.log("Difference: "..dump(diff)) -- -- End if difference is larger than max difference possible (limit) -- if math.abs(diff.x) > npc.actions.PATH_DIFF_LIMIT -- or math.abs(diff.z) > npc.actions.PATH_DIFF_LIMIT then -- minetest.log("Can't find feasable path.") -- -- Cannot find feasable path -- return nil -- end -- -- Determine direction to move -- local dir_vector = get_unit_dir_vector_based_on_diff(diff) -- minetest.log("Direction vector: "..dump(dir_vector)) -- if last_dir ~= nil then -- if last_good_try == 4 -- or (dir_vector.x ~= 0 and dir_vector.z ~=0) -- -- Attention: Hacks below! The magic number 3 could be just extremely wrong. -- -- This is a terrible hack based on experimentations :( -- or (dir_vector.x ~= 0 and last_dir.x == 0 and math.abs(diff.x) > math.abs(diff.z) and math.abs(diff.z) < 3) -- or (dir_vector.z ~= 0 and last_dir.z == 0 and math.abs(diff.z) > math.abs(diff.x) and math.abs(diff.x) < 3) then -- if last_dir.x ~= 0 and diff.x ~= 0 -- or last_dir.z ~= 0 and diff.z ~= 0 then -- minetest.log("Using last dir as direction vector: "..dump(last_dir)) -- dir_vector = last_dir -- end -- end -- end -- if last_good_dir ~= nil then -- minetest.log("Using last good dir as direction vector: "..dump(last_good_dir)) -- dir_vector = last_good_dir -- end -- -- Get next position based on direction -- local next_pos = vector.add(start_pos, dir_vector) -- minetest.log("Next pos: "..dump(next_pos)) -- -- Check if next_pos is actually within one block from the -- -- expected position. If so, finish -- local diff_to_end = vector.subtract(next_pos, end_pos) -- if math.abs(diff_to_end.x) < 1 and math.abs(diff_to_end.y) < 1 and math.abs(diff_to_end.z) < 1 then -- minetest.log("Diff to end: "..dump(diff_to_end)) -- table.insert(path_nodes, {pos=next_pos, type="E"}) -- minetest.log("Found path to end.") -- return path_nodes -- end -- -- Check if movement is possible on the calculated direction -- local next_node = minetest.get_node(next_pos) -- -- If direction vector is opposite to the last dir, then do not attempt to walk into it -- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable)) -- local attempted_to_go_opposite = false -- if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then -- attempted_to_go_opposite = true -- minetest.log("Last dir: "..dump(last_dir)) -- minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir)))) -- end -- local node_type = is_good_node(next_node) -- if node_type ~= "N" and (not attempted_to_go_opposite) then -- table.insert(path_nodes, {pos=next_pos, type=node_type}) -- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, nil, 1) -- else -- minetest.log("------------ Second attempt ------------") -- -- If not walkable, attempt turn into the other coordinate -- -- Determine this coordinate based on what was the last calculated direction -- -- that didn't needed correction (last good dir). If this doesn't exists (e.g. -- -- there has been no correction for a while) then select the direction by -- -- trying to shorten the distance between NPC and the end node. -- minetest.log("Last known good dir: "..dump(last_good_dir)) -- local step = 0 -- if last_good_dir == nil then -- -- Store the current direction vector as the last non-corrected -- -- calculated direction -- last_good_dir = dir_vector -- -- Determine which direction to move -- if dir_vector.x == 0 then -- minetest.log("Choosing x direction") -- step = diff.x/math.abs(diff.x) * -1 -- if diff.x == 0 then -- if last_dir ~= nil and last_dir.x ~= 0 then--and last_good_try == 2 then -- step = last_dir.x -- else -- -- Set a default step to avoid locks -- step = 1 -- end -- end -- dir_vector = {x = step, y = 0, z = 0} -- elseif dir_vector.z == 0 then -- step = diff.z/math.abs(diff.z) * -1 -- if diff.z == 0 then -- if last_dir ~= nil and last_dir.z ~= 0 then -- and last_good_try == 2 then -- step = last_dir.z -- else -- -- Set a default step to avoid locks -- step = 1 -- end -- end -- dir_vector = {x = 0, y = 0, z = step} -- end -- minetest.log("Re-calculated dir vector: "..dump(dir_vector)) -- next_pos = vector.add(start_pos, dir_vector) -- else -- dir_vector = last_good_dir -- if dir_vector.x == 0 then -- minetest.log("Moving into x direction") -- step = last_dir.x -- elseif dir_vector.z == 0 then -- minetest.log("Moving into z direction") -- step = last_dir.z -- end -- dir_vector = last_dir -- next_pos = vector.add(start_pos, dir_vector) -- end -- -- Check if new node is walkable -- next_node = minetest.get_node(next_pos) -- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable)) -- local node_type = is_good_node(next_node) -- if node_type ~= "N" then -- table.insert(path_nodes, {pos=next_pos, type=node_type}) -- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir, 2) -- else -- minetest.log("Last known good dir: "..dump(last_good_dir)) -- -- Only pick the second attempt's dir if it was actually good (meaning, -- -- it could step on that dir) -- if last_good_try == 2 then -- last_good_dir = dir_vector -- end -- minetest.log("------------ Third attempt ------------") -- -- If not walkable, then try the next node by finding the original -- -- direction vector, then choosing the opposite of that. -- minetest.log("Last dir: "..dump(last_dir)) -- minetest.log("Last good try: "..dump(last_good_try)) -- minetest.log("Last attempted direction: "..dump(dir_vector)) -- if vector.equals(last_good_dir, last_dir) then -- -- Go opposite the direction of second attempt -- minetest.log("Moving opposite of last attempted") -- dir_vector = vector.multiply(dir_vector, -1) -- else -- minetest.log("Moving opposite of last good dir") -- dir_vector = vector.multiply(last_good_dir, -1) -- last_good_dir = last_dir -- end -- -- if last_good_try > 1 or vector.equals(last_good_dir, last_dir) then -- -- if dir_vector.x ~= 0 then -- -- minetest.log("Move into opposite z dir") -- -- dir_vector = get_unit_dir_vector_based_on_diff(diff) -- -- dir_vector = vector.multiply(dir_vector, -1) -- -- elseif dir_vector.z ~= 0 then -- -- minetest.log("Move into opposite x dir") -- -- dir_vector = get_unit_dir_vector_based_on_diff(diff) -- -- dir_vector = vector.multiply(dir_vector, -1) -- -- end -- -- else -- -- minetest.log("Stuck in corner, try to move out of corner") -- -- dir_vector = vector.multiply(last_good_dir, -1) -- -- last_good_dir = last_dir -- -- end -- minetest.log("New direction: "..dump(dir_vector)) -- minetest.log("New last good dir: "..dump(last_good_dir)) -- next_pos = vector.add(start_pos, dir_vector) -- minetest.log("New next_pos: "..dump(next_pos)) -- next_node = minetest.get_node(next_pos) -- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable)) -- local node_type = is_good_node(next_node) -- if node_type ~= "N" then -- table.insert(path_nodes, {pos=next_pos, type=node_type}) -- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir, 3) -- else -- -- Move into the opposite of last good dir -- minetest.log("------------ Fourth attempt ------------") -- minetest.log("Last known good dir: "..dump(old_last_good_dir)) -- local old_dir_vector = dir_vector -- -- If not walkable, then try moving into the opposite of last good dir -- dir_vector = vector.multiply(last_good_dir, -1) -- minetest.log("New direction: "..dump(dir_vector)) -- next_pos = vector.add(start_pos, dir_vector) -- minetest.log("New next_pos: "..dump(next_pos)) -- next_node = minetest.get_node(next_pos) -- minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable)) -- local node_type = is_good_node(next_node) -- if node_type ~= "N" then -- table.insert(path_nodes, {pos=next_pos, type=node_type}) -- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, old_dir_vector, 4) -- else -- minetest.log("Attempted to rotate 4 times, can't do anything else") -- return nil -- end -- end -- end -- end -- end -- -- Calls the recursive function to calculate the path -- function npc.actions.find_path(start_pos, end_pos) -- return find_path_recursive(start_pos, end_pos, {}, nil, nil, 0) -- end