1091 lines
48 KiB
Lua
1091 lines
48 KiB
Lua
-- Advanced NPC spawner by Zorman2000
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-- The advanced spawner will contain functionality to spawn NPC correctly on
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-- custom places, as well as in mg_villages building.
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-- This works by using a special node to spawn NPCs on either a custom building or
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-- on mg_villages building.
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-- mg_villages functionality:
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-- The spawn node for mg_villages will be the mg_villages:plotmarker.
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-- Based on this node, the following things will be performed
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-- - Scan the current building, check if it is of type:
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-- - House
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-- - Farm
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-- - Hut
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-- - NOTE: All other types are unsupported as-of now
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-- - If it's from any of the above types, the spawner will proceed to scan the
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-- the building and find out:
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-- - Number and positions of beds
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-- - Number and positions of benches
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-- - Number and positions of chests
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-- - Position of furnaces
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-- - Position of doors
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-- - NOTE: Scanning will be implemented for first floors only in the first
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-- version. It's expected to also include upper floors later.
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-- - After that, it will store these information in the node's metadata.
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-- - The spawner will analyze the information and will spawn (# of beds/2) or 1
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-- NPC in that house. The NPCs will be spawned in intervals, for which the node
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-- will create node timers for each NPC.
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-- - When a NPC is spawned:
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-- - The NPC will be given a schedule
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-- - If in a farm, the NPC will have a "farmer schedule" with a 40% chance
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-- - If in a house or hut, the NPC will have either a miner, woodcutter, cooker
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-- or simple schedule with an equal chance each
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-- - The NPC will be assigned a unique bed
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-- - The NPC will know the location of one chest, one bench and one furnace
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-- - A life timer for the NPC will be created (albeit a long one). Once the NPC's
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-- timer is invoked, the NPC will be de-spawned (dies). The spawner should keep
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-- track of these.
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-- - If a NPC has died, the spawner will choose with 50% chance to spawn a new NPC.
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--
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-- This is the basic functionality expected for the spawner in version 1. Other things
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-- such as scanning upper floors, spawning families of NPCs and creating relationships
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-- among them, etc. will be for other versions.
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-- Public API
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npc.spawner = {}
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-- Private API
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local spawner = {}
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-- This is the official list of support building types
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-- from the mg_villages mod
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npc.spawner.mg_villages_supported_building_types = {
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"house",
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"farm_full",
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"farm_tiny",
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"hut",
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"lumberjack"
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}
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npc.spawner.replace_activated = true
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npc.spawner.replacement_interval = 60
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npc.spawner.spawn_delay = 10
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npc.spawner.spawn_data = {
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status = {
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dead = 0,
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alive = 1
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},
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age = {
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adult = "adult",
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child = "child"
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}
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}
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-- Array of nodes that serve as plotmarker of a plot, and therefore
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-- as auto-spawners
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spawner.plotmarker_nodes = {}
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-- Array of items that are used to spawn NPCs
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spawner.spawn_eggs = {}
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---------------------------------------------------------------------------------------
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-- Scanning functions
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---------------------------------------------------------------------------------------
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-- This function scans a 3D area that encloses a building and tries to identify:
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-- - Entrance door
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-- - Beds
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-- - Storage nodes (chests, etc.)
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-- - Furnace nodes
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-- - Sittable nodes
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-- It will return a table with all information gathered
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-- Playername should be provided if manual spawning
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function npc.spawner.scan_area_for_spawn(start_pos, end_pos, player_name)
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local result = {
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building_type = "",
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plot_info = {},
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entrance = {},
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node_data = {},
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npcs = {},
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npc_stats = {}
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}
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-- Set building_type
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result.building_type = "custom"
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-- Get min pos and max pos
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local minp, maxp = vector.sort(start_pos, end_pos)
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-- Set plot info
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result.plot_info = {
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-- TODO: Check this and see if it is accurate!
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xsize = maxp.x - minp.x,
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ysize = maxp.y - minp.y,
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zsize = maxp.z - minp.z,
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start_pos = start_pos,
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end_pos = end_pos
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}
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-- Scan building nodes
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-- Scan building for nodes
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local usable_nodes = npc.places.scan_area_for_usable_nodes(start_pos, end_pos)
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-- Get all doors
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local doors = usable_nodes.openable_type
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-- Find entrance node - this is very tricky when no outside position
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-- is given. So to this end, three things will happen:
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-- - First, we will check for plotmarker nodes. A plotmarker node should
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-- be set at the left of the front door of the building. If this node is
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-- found, it will assume it is at that location and use it.
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-- - Second, we are going to search for an entrance marker. The entrance marker
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-- will be directly in the posiition of the entrance node, so no search
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-- is needed.
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-- - Third, will assume that the start_pos is always at the left side of
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-- the front of the building, where the entrance is
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local outside_pos = start_pos
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-- Check if there is a plotmarker or spawner node
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local candidate_nodes = minetest.find_nodes_in_area_under_air(start_pos, end_pos,
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{"mg_villages:plotmarker", "advanced_npc:auto_spawner"})
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if table.getn(candidate_nodes) > 0 then
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-- Found plotmarker, use it as outside_pos. Ideally should be only one
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outside_pos = candidate_nodes[1]
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elseif npc.spawner_marker and player_name then
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-- Get entrance from spawner marker1
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if npc.spawner_marker.entrance_markers[player_name] then
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outside_pos = npc.spawner_marker.entrance_markers[player_name]
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end
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end
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-- Try to find entrance
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local entrance = npc.places.find_entrance_from_openable_nodes(doors, outside_pos)
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if entrance then
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npc.log("INFO", "Found building entrance at: "..minetest.pos_to_string(entrance.node_pos))
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-- Set building entrance
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result.entrance = entrance
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else
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npc.log("ERROR", "Unable to find building entrance!")
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end
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-- Set node_data
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result.node_data = usable_nodes
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-- Initialize NPC stats
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-- Initialize NPC stats
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local npc_stats = {
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male = {
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total = 0,
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adult = 0,
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child = 0
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},
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female = {
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total = 0,
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adult = 0,
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child = 0
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},
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adult_total = 0,
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child_total = 0
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}
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result.npc_stats = npc_stats
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return result
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end
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---------------------------------------------------------------------------------------
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-- Spawning functions
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---------------------------------------------------------------------------------------
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-- This function attempts to determine an occupation for an NPC given:
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-- - The local building type (building NPC is spawning)
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-- - The surrounding workplaces' building types
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-- - The NPCs in the local building
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-- Lo and behold! In this function lies a code monster, smelly, incomprehensible..
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function npc.spawner.determine_npc_occupation(building_type, workplace_nodes, npcs)
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local surrounding_buildings_map = {}
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local current_building_map = {}
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local current_building_npc_occupations = {}
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local result = {}
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-- Get all occupation names in the current building
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for i = 1, #npcs do
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if not npc.utils.array_contains(current_building_npc_occupations, npcs[i].occupation) then
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table.insert(current_building_npc_occupations, npcs[i].occupations)
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end
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end
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-- Classify workplaces into local and surrounding
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for i = 1, #workplace_nodes do
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local workplace = workplace_nodes[i]
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if workplace.surrounding_workplace == true then
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table.insert(surrounding_buildings_map,
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{type=workplace.building_type, origin_building_type=building_type})
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else
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current_building_map[workplace.building_type] = workplace
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end
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end
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-- Get occupation names for the buildings
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local occupation_names = npc.occupations.get_for_building(
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building_type,
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surrounding_buildings_map
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)
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npc.log("DEBUG", "Found occupations: "..dump(occupation_names).."\nfor local building type: "
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..dump(building_type).."\nAnd surrounding building types: "..dump(surrounding_buildings_map))
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-- Insert default occupation into result
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table.insert(result, {name=npc.occupations.basic_name, node={node_pos={}}})
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---------------------------------------------------------------------------------------
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-- Determine occupation
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---------------------------------------------------------------------------------------
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-- First of all, iterate through all names, discard the default basic occupation.
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-- Next, check if no-one in this builiding has this occupation name.
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-- Next, check if the workplace node has no data assigned to it.
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-- Finally, if not, return an table with the occupation name, and the selected
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-- workplace node.
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-- Note: Much more can be done here. This is a simplistic implementation,
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-- given this is already complicated enough. For example, existing NPCs' occupation
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-- can play a much more important role, not only taken in consideration for discarding.
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-- Beware: Incomprehensible code lies ahead
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for i = 1, #occupation_names do
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-- Check if this occupation name is the default occupation, and if it is, continue
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if occupation_names[i] ~= npc.occupations.basic_name then
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-- Check if someone already works on this
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if npc.utils.array_contains(current_building_npc_occupations, occupation_names[i]) == false then
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-- Check if someone else already has this occupation at the same workplace
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for j = 1, #workplace_nodes do
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-- Get building types from occupation
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local local_building_types =
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npc.occupations.registered_occupations[occupation_names[i]].building_types or {}
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local surrounding_building_types =
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npc.occupations.registered_occupations[occupation_names[i]].surrounding_building_types or {}
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-- Attempt to match the occupation definition's local and surrounding types
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-- to the workplace node's building type.
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local local_building_match = false
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local surrounding_building_match = false
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-- Check if there is building_type match between the def's local
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-- building_types and the current workplace node's building_type
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if #local_building_types > 0 then
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local_building_match =
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npc.utils.array_contains(local_building_types, workplace_nodes[j].building_type)
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end
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-- Check if there is building_type match between the def's surrounding
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-- building_types and the current workplace node's building_type
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if #surrounding_building_types > 0 then
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for k = 1, #surrounding_building_types do
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if surrounding_building_types[k].type == workplace_nodes[j].building_type then
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surrounding_building_match = true
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break
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end
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end
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end
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-- Check if there was a match
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if local_building_match == true or surrounding_building_match == true then
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-- Match found, attempt to map this workplace node to the
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-- current occupation. How? Well, if the workplace isn't being
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-- used by another NPC, then, use it
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local meta = minetest.get_meta(workplace_nodes[j].node_pos)
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local worker_data = minetest.deserialize(meta:get_string("work_data") or "")
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npc.log("DEBUG", "Found worker data: "..dump(worker_data))
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-- If no worker data is found, then create it
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if not worker_data then
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npc.log("INFO", "Found suitable occupation and workplace: "..dump(result))
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table.insert(result, {name=occupation_names[i], node=workplace_nodes[j]})
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end
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end
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end
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end
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end
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end
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-- Determine result. Choose profession, how to do it?
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-- First, check previous NPCs' occupation.
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-- - If there is a NPC working at something, check the NPC count.
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-- - If count is less than three (only two NPCs), default_basic occupation.
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-- - If count is greater than two, assign any eligible occupation with 50% chance
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-- - If not NPC is working, choose an occupation that is not default_basic
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if #current_building_npc_occupations > 0 then
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for i = 1, #current_building_npc_occupations do
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if current_building_npc_occupations[i] ~= npc.occupations.basic_name then
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if #current_building_npc_occupations < 3 then
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-- Choose basic default occupation
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return result[1]
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elseif #current_building_npc_occupations > 2 then
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-- Choose any occupation
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return result[math.random(1, #result)]
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end
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end
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end
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else
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-- Check how many occupation names we have
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if #result == 1 then
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-- Choose basic default occupation
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return result[1]
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else
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-- Choose an occupation with equal chance each
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return result[math.random(2, #result)]
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end
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end
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-- By default, if nothing else works, return basic default occupation
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return result[1]
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end
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-- This function is called when the node timer for spawning NPC
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-- is expired. Can be called manually by supplying either:
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-- - Position of mg_villages plotmarker, or,
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-- - position of custom building spawner
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-- Prerequisite for calling this function is:
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-- - In case of mg_villages, spawner.adapt_mg_villages_plotmarker(), or,
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-- - in case of custom buildings, npc.spawner.scan_area_for_spawn()
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function npc.spawner.spawn_npc_on_plotmarker(pos)
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-- Get timer
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local timer = minetest.get_node_timer(pos)
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-- Get metadata
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local meta = minetest.get_meta(pos)
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-- Get current NPC info
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local area_info = {}
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area_info["npcs"] = minetest.deserialize(meta:get_string("npcs"))
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-- Get NPC stats
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area_info["npc_stats"] = minetest.deserialize(meta:get_string("npc_stats"))
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-- Get node data
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area_info["entrance"] = minetest.deserialize(meta:get_string("entrance"))
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area_info["node_data"] = minetest.deserialize(meta:get_string("node_data"))
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-- Check amount of NPCs that should be spawned
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area_info["npc_count"] = meta:get_int("npc_count")
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area_info["spawned_npc_count"] = meta:get_int("spawned_npc_count")
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-- Determine occupation
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area_info["building_type"] = meta:get_string("building_type")
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local nearby_plotmarkers = minetest.deserialize(meta:get_string("nearby_plotmarkers"))
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--minetest.log("BEFORE Workplace nodes: "..dump(area_info.node_data.workplace_type))
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local occupation_data = npc.spawner.determine_npc_occupation(
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area_info.building_type,
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area_info.node_data.workplace_type,
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area_info.npcs)
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--minetest.log("AFTER Workplace nodes: "..dump(area_info.node_data.workplace_type))
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-- Assign workplace node
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if occupation_data then
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for i = 1, #area_info.node_data.workplace_type do
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if area_info.node_data.workplace_type[i].node_pos == occupation_data.node.node_pos then
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-- Found node, mark it as being used by NPC
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area_info.node_data.workplace_type[i]["occupation"] = occupation_data.name
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end
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end
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end
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-- Spawn NPC
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local metadata = npc.spawner.spawn_npc(pos, area_info, occupation_data.name, occupation_data.node.node_pos)
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-- Set all metadata back into the node
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-- Increase NPC spawned count
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area_info.spawned_npc_count = metadata.spawned_npc_count + 1
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-- Store count into node
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meta:set_int("spawned_npc_count", area_info.spawned_npc_count)
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-- Store spawned NPC info
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meta:set_string("npcs", minetest.serialize(metadata.npcs))
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-- Store NPC stats
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meta:set_string("npc_stats", minetest.serialize(metadata.npc_stats))
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-- Check if there are more NPCs to spawn
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if area_info.spawned_npc_count >= area_info.npc_count then
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-- Stop timer
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npc.log("INFO", "No more NPCs to spawn at this location")
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timer:stop()
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else
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-- Start another timer to spawn more NPC
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local new_delay = math.random(npc.spawner.spawn_delay)
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npc.log("INFO", "Spawning one more NPC in "..dump(npc.spawner.spawn_delay).."s")
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timer:start(new_delay)
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end
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end
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-- This function spawns a NPC into the given pos.
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-- If area_info is given, updated area_info is returned at end
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function npc.spawner.spawn_npc(pos, area_info, occupation_name, occupation_workplace_pos)
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-- Get current NPC info
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local npc_table = area_info.npcs
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-- Get NPC stats
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local npc_stats = area_info.npc_stats
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-- Get building entrance
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local entrance = area_info.entrance
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-- Get node data
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local node_data = area_info.node_data
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-- Check amount of NPCs that should be spawned
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local npc_count = area_info.npc_count
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local spawned_npc_count = area_info.spawned_npc_count
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-- Check if we actually have these variables - if we don't, it is because
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-- this is a manually spawned NPC
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local can_spawn = false
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if npc_count and spawned_npc_count then
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npc.log("INFO", "Currently spawned "..dump(spawned_npc_count).." of "..dump(npc_count).." NPCs")
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if spawned_npc_count < npc_count then
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can_spawn = true
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end
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else
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-- Manually spawned
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can_spawn = true
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end
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if can_spawn then
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npc.log("INFO", "Spawning NPC at "..minetest.pos_to_string(pos))
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-- Spawn a NPC
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local ent = minetest.add_entity({x=pos.x, y=pos.y+1, z=pos.z}, "advanced_npc:npc")
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if ent and ent:get_luaentity() then
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ent:get_luaentity().initialized = false
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-- Determine NPC occupation - use given or default
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local occupation = occupation_name or "default_basic"
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-- Initialize NPC
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-- Call with stats if there are NPCs
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if npc_table and #npc_table > 0 then
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npc.initialize(ent, pos, false, npc_stats, occupation)
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else
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npc.initialize(ent, pos, nil, nil, occupation)
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end
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-- If node_data is present, assign nodes
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minetest.log("Node data: "..dump(node_data))
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if node_data then
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npc.spawner.assign_places(ent:get_luaentity(), entrance, node_data, pos)
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end
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-- Store spawned NPC data and stats into node
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local age = npc.age.adult
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if ent:get_luaentity().child then
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age = npc.age.child
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end
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local entry = {
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status = npc.spawner.spawn_data.status.alive,
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name = ent:get_luaentity().name,
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id = ent:get_luaentity().npc_id,
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sex = ent:get_luaentity().sex,
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age = age,
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occupation = occupation,
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workplace = occupation_workplace_pos,
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born_day = minetest.get_day_count()
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}
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minetest.log("Area info: "..dump(area_info))
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table.insert(area_info.npcs, entry)
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-- Update and store stats
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-- Increase total of NPCs for specific sex
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npc_stats[ent:get_luaentity().sex].total =
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|
npc_stats[ent:get_luaentity().sex].total + 1
|
|
-- Increase total number of NPCs by age
|
|
npc_stats[age.."_total"] = npc_stats[age.."_total"] + 1
|
|
-- Increase number of NPCs by age and sex
|
|
npc_stats[ent:get_luaentity().sex][age] =
|
|
npc_stats[ent:get_luaentity().sex][age] + 1
|
|
area_info.npc_stats = npc_stats
|
|
-- Return
|
|
npc.log("INFO", "Spawning successful!")
|
|
return area_info
|
|
else
|
|
npc.log("ERROR", "Spawning failed!")
|
|
ent:remove()
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
-- This function will assign places to every NPC that belongs to a specific
|
|
-- house/building. It will use the resources of the building and give them
|
|
-- until there's no more. Call this function after NPCs are initialized
|
|
-- The basic assumption:
|
|
-- - Tell the NPC where the furnaces are
|
|
-- - Assign a unique bed to the NPC
|
|
-- - If there are as many chests as beds, assign one to a NPC
|
|
-- - Else, just let the NPC know one of the chests, but not to be owned
|
|
-- - If there are as many benches as beds, assign one to a NPC
|
|
-- - Else, just let the NPC know one of the benches, but not own them
|
|
-- - Let the NPC know all doors to the house. Identify the front one as the entrance
|
|
-- Self is the NPC lua entity object, pos is the position of the NPC spawner.
|
|
-- Prerequisite for using this function is to have called either
|
|
-- - In case of mg_villages, spawner.adapt_mg_villages_plotmarker(), or,
|
|
-- - in case of custom buildings, npc.spawner.scan_area_for_spawn()
|
|
-- Both function set the required metadata for this function
|
|
-- For mg_villages, this will be the position of the plotmarker node.
|
|
function npc.spawner.assign_places(self, entrance, node_data, pos)
|
|
-- Assign plotmarker if position given
|
|
if pos then
|
|
npc.places.add_shared(self, npc.places.PLACE_TYPE.OTHER.HOME_PLOTMARKER,
|
|
npc.places.PLACE_TYPE.OTHER.HOME_PLOTMARKER, pos)
|
|
end
|
|
|
|
-- Assign entrance door and related locations
|
|
if entrance ~= nil and entrance.node_pos ~= nil then
|
|
npc.places.add_shared(self, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, npc.places.PLACE_TYPE.OPENABLE.HOME_ENTRANCE_DOOR, entrance.node_pos)
|
|
-- Find the position inside and outside the door
|
|
local entrance_inside = npc.places.find_node_behind_door(entrance.node_pos)
|
|
local entrance_outside = npc.places.find_node_in_front_of_door(entrance.node_pos)
|
|
-- Assign these places to NPC
|
|
npc.places.add_shared(self, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, npc.places.PLACE_TYPE.OTHER.HOME_INSIDE, entrance_inside)
|
|
npc.places.add_shared(self, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE, entrance_outside)
|
|
end
|
|
|
|
-- Assign beds
|
|
if #node_data.bed_type > 0 then
|
|
-- Assign a specific sittable node to a NPC.
|
|
npc.places.add_owned_accessible_place(self, node_data.bed_type,
|
|
npc.places.PLACE_TYPE.BED.PRIMARY)
|
|
-- Store changes to node_data
|
|
--meta:set_string("node_data", minetest.serialize(node_data))
|
|
end
|
|
|
|
-- Assign sits
|
|
if #node_data.sittable_type > 0 then
|
|
-- Check if there are same or more amount of sits as beds
|
|
if #node_data.sittable_type >= #node_data.bed_type then
|
|
-- Assign a specific sittable node to a NPC.
|
|
npc.places.add_owned_accessible_place(self, node_data.sittable_type,
|
|
npc.places.PLACE_TYPE.SITTABLE.PRIMARY)
|
|
-- Store changes to node_data
|
|
--meta:set_string("node_data", minetest.serialize(node_data))
|
|
end
|
|
-- Add all sits to places as shared since NPC should be able to sit
|
|
-- at any accessible sit
|
|
npc.places.add_shared_accessible_place(self, node_data.sittable_type,
|
|
npc.places.PLACE_TYPE.SITTABLE.SHARED)
|
|
end
|
|
|
|
-- Assign furnaces
|
|
if #node_data.furnace_type > 0 then
|
|
-- Check if there are same or more amount of furnace as beds
|
|
if #node_data.furnace_type >= #node_data.bed_type then
|
|
-- Assign a specific furnace node to a NPC.
|
|
npc.places.add_owned_accessible_place(self, node_data.furnace_type,
|
|
npc.places.PLACE_TYPE.FURNACE.PRIMARY)
|
|
-- Store changes to node_data
|
|
--meta:set_string("node_data", minetest.serialize(node_data))
|
|
end
|
|
-- Add all furnaces to places as shared since NPC should be able to use
|
|
-- any accessible furnace
|
|
npc.places.add_shared_accessible_place(self, node_data.furnace_type,
|
|
npc.places.PLACE_TYPE.FURNACE.SHARED)
|
|
end
|
|
|
|
-- Assign storage nodes
|
|
if #node_data.storage_type > 0 then
|
|
-- Check if there are same or more amount of storage as beds
|
|
if #node_data.storage_type >= #node_data.bed_type then
|
|
-- Assign a specific storage node to a NPC.
|
|
npc.places.add_owned_accessible_place(self, node_data.storage_type,
|
|
npc.places.PLACE_TYPE.STORAGE.PRIMARY)
|
|
-- Store changes to node_data
|
|
--meta:set_string("node_data", minetest.serialize(node_data))
|
|
end
|
|
-- Add all storage-types to places as shared since NPC should be able
|
|
-- to use other storaage nodes as well.
|
|
npc.places.add_shared_accessible_place(self, node_data.storage_type,
|
|
npc.places.PLACE_TYPE.STORAGE.SHARED)
|
|
end
|
|
|
|
-- Assign workplace nodes
|
|
-- Beware: More incomprehensibe code lies ahead!
|
|
if #node_data.workplace_type > 0 then
|
|
-- First, find the workplace_node that was marked
|
|
for i = 1, #node_data.workplace_type do
|
|
minetest.log("In assign places: workplace nodes: "..dump(node_data.workplace_type))
|
|
minetest.log("Condition? "..dump(node_data.workplace_type[i].occupation
|
|
and node_data.workplace_type[i].occupation == self.occupation_name))
|
|
if node_data.workplace_type[i].occupation
|
|
and node_data.workplace_type[i].occupation == self.occupation_name then
|
|
-- Walkable nodes from occupation
|
|
local walkables = npc.occupations.registered_occupations[self.occupation_name].walkable_nodes
|
|
-- Found the node. Assign only this node to the NPC.
|
|
npc.places.add_shared_accessible_place(self, {node_data.workplace_type[i]},
|
|
npc.places.PLACE_TYPE.WORKPLACE.PRIMARY, false, walkables)
|
|
-- Edit metadata of this workplace node to not allow it for other NPCs
|
|
local meta = minetest.get_meta(node_data.workplace_type[i].node_pos)
|
|
local work_data = {
|
|
npc_name = self.npc_name,
|
|
occupation = self.occupation_name,
|
|
multiple_npcs =
|
|
npc.occupations.registered_occupations[self.occupation_name].allow_multiple_npcs_at_workplace
|
|
}
|
|
meta:set_string("work_data", minetest.serialize(work_data))
|
|
end
|
|
end
|
|
end
|
|
|
|
npc.log("DEBUG", "Places for NPC "..self.npc_name..": "..dump(self.places_map))
|
|
|
|
-- Make NPC go into their house
|
|
-- If entrance is available let NPC
|
|
if entrance then
|
|
npc.add_task(self,
|
|
npc.actions.cmd.WALK_TO_POS,
|
|
{end_pos=npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
|
|
walkable={}})
|
|
npc.add_action(self, npc.actions.cmd.FREEZE, {freeze = false})
|
|
end
|
|
|
|
return node_data
|
|
end
|
|
|
|
-- This function takes care of calculating how many NPCs will be spawn
|
|
-- Prerequisite for calling this function is:
|
|
-- - In case of mg_villages, spawner.adapt_mg_villages_plotmarker(), or,
|
|
-- - in case of custom buildings, npc.spawner.scan_area_for_spawn()
|
|
function npc.spawner.calculate_npc_spawning_on_plotmarker(pos)
|
|
-- Check node metadata
|
|
local meta = minetest.get_meta(pos)
|
|
if meta:get_string("replaced") ~= "true" then
|
|
return
|
|
end
|
|
-- Get nodes for this building
|
|
local node_data = minetest.deserialize(meta:get_string("node_data"))
|
|
if node_data == nil then
|
|
npc.log("ERROR", "Mis-configured spawner at position: "..minetest.pos_to_string(pos))
|
|
return
|
|
end
|
|
-- Check number of beds
|
|
local beds_count = #node_data.bed_type--#spawner.filter_first_floor_nodes(node_data.bed_type, pos)
|
|
|
|
npc.log("DEBUG", "Found "..dump(beds_count).." beds in the building at "..minetest.pos_to_string(pos))
|
|
local npc_count = 0
|
|
-- If number of beds is zero or beds/2 is less than one, spawn
|
|
-- a single NPC.
|
|
if beds_count == 0 or (beds_count > 0 and beds_count / 2 < 1) then
|
|
-- Spawn a single NPC
|
|
npc_count = 1
|
|
else
|
|
-- Spawn (beds_count/2) NPCs
|
|
npc_count = ((beds_count / 2) - ((beds_count / 2) % 1))
|
|
end
|
|
npc.log("INFO", "Will spawn "..dump(npc_count).." NPCs at "..minetest.pos_to_string(pos))
|
|
-- Store amount of NPCs to spawn
|
|
meta:set_int("npc_count", npc_count)
|
|
-- Store amount of NPCs spawned
|
|
meta:set_int("spawned_npc_count", 0)
|
|
-- Start timer
|
|
local timer = minetest.get_node_timer(pos)
|
|
local delay = math.random(npc.spawner.spawn_delay)
|
|
timer:start(delay)
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------
|
|
-- Spawner nodes and items
|
|
---------------------------------------------------------------------------------------
|
|
-- The following are included:
|
|
-- - Auto-spawner: Basically a custom mg_villages:plotmarker that can be used
|
|
-- for custom buildings
|
|
-- - Manual spawner: This custom spawn item (egg) will show a formspec when used.
|
|
-- The formspec will allow the player to set the name of the NPC, the occupation
|
|
-- and the plot, entrance and workplace of the NPC. All of these are optional
|
|
-- and default values will be chosen whenever no input is provided.
|
|
|
|
-- This map holds the spawning position chosen by a player at a given time.
|
|
spawner.spawn_pos = {}
|
|
|
|
-- Spawn egg (WIP)
|
|
-- Use for manually spawning NPCs. Up to now, supports local occupations only.
|
|
minetest.register_craftitem("advanced_npc:spawn_egg", {
|
|
description = "NPC Spawner",
|
|
inventory_image = "mobs_chicken_egg.png^(default_brick.png^[mask:mobs_chicken_egg_overlay.png)",
|
|
on_place = function(itemstack, user, pointed_thing)
|
|
-- Store spawn pos
|
|
spawner.spawn_pos[user:get_player_name()] = pointed_thing.above
|
|
|
|
|
|
|
|
local occupation_names = npc.utils.get_map_keys(npc.occupations.registered_occupations)
|
|
|
|
local building_dropdown_string = "dropdown[0.5,0.75;6;building_type;"
|
|
for i = 1, #npc.spawner.mg_villages_supported_building_types do
|
|
building_dropdown_string = building_dropdown_string
|
|
..npc.spawner.mg_villages_supported_building_types[i]..","
|
|
end
|
|
building_dropdown_string = building_dropdown_string..";1]"
|
|
|
|
-- Generate occupation dropdown
|
|
local occupation_dropdown_string = "dropdown[0.5,1.95;6;occupation_name;"
|
|
for i = 1, #occupation_names do
|
|
occupation_dropdown_string = occupation_dropdown_string..occupation_names[i]..","
|
|
end
|
|
occupation_dropdown_string = occupation_dropdown_string..";1]"
|
|
|
|
local formspec = "size[7,7]"..
|
|
"label[0.1,0.25;Building type]"..
|
|
building_dropdown_string..
|
|
"label[0.1,1.45;Occupation]"..
|
|
occupation_dropdown_string..
|
|
"field[0.5,3;3,2;radius;Search radius;20]"..
|
|
"field[3.5,3;3,2;height;Search height;2]"..
|
|
"button_exit[2.25,6.25;2.5,0.75;exit;Spawn]"
|
|
|
|
minetest.show_formspec(user:get_player_name(), "advanced_npc:spawn_egg_main", formspec)
|
|
end
|
|
})
|
|
|
|
-- This map holds the name of the player and the position of the workplace that
|
|
-- he/she placed
|
|
spawner.workplace_pos = {}
|
|
|
|
-- Manual workplace marker (WIP)
|
|
-- Put this where a workplace for a NPC is. For example: in a cotton field,
|
|
-- inside a church, etc.
|
|
minetest.register_node("advanced_npc:workplace_marker", {
|
|
description = "NPC Workplace Marker",
|
|
tiles = {"default_stone.png"},
|
|
paramtype = "light",
|
|
paramtype2 = "facedir",
|
|
drawtype = "nodebox",
|
|
node_box = {
|
|
type = "fixed",
|
|
fixed = {
|
|
{-0.5+2/16, -0.5, -0.5+2/16, 0.5-2/16, -0.5+3/16, 0.5-2/16},
|
|
},
|
|
},
|
|
groups = {cracky=1},
|
|
after_place_node = function(pos, placer, itemstack, pointed_thing)
|
|
local meta = minetest.get_meta(pos)
|
|
meta:set_string("infotext", "Unconfigured workplace marker")
|
|
end,
|
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
|
-- Read current value
|
|
local meta = minetest.get_meta(pos)
|
|
local building_type = meta:get_string("building_type") or ""
|
|
local surrounding_workplace = meta:get_string("surrounding_workplace")
|
|
-- Consider changing the field for a dropdown
|
|
local formspec = "size[7,4]"..
|
|
"label[0.1,0.25;Building type]"..
|
|
"field[0.5,1;6.5,2;text;(farm_tiny, farm_full, house, church, etc.);"..building_type.."]"..
|
|
"checkbox[0.5,2.25;is_surrounding;Is surrounding building;"
|
|
..surrounding_workplace.."]"..
|
|
"button_exit[0.95,3.25;2.5,0.75;exit_btn;Proceed]"..
|
|
"button_exit[3.5,3.25;2.5,0.75;reset_btn;Reset]"
|
|
|
|
spawner.workplace_pos[clicker:get_player_name()] = pos
|
|
|
|
minetest.show_formspec(clicker:get_player_name(), "advanced_npc:workplace_marker_formspec", formspec)
|
|
end,
|
|
})
|
|
|
|
-- Handle formspecs
|
|
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
|
|
|
if formname then
|
|
-- Handle spawn egg formspec
|
|
if formname == "advanced_npc:spawn_egg_main" then
|
|
if fields then
|
|
-- Handle exit (spawn) button
|
|
if fields.exit then
|
|
local pos = spawner.spawn_pos[player:get_player_name()]
|
|
local radius = 20
|
|
local y_adj = 2
|
|
-- Set radius if present
|
|
if fields.radius then
|
|
radius = tonumber(fields.radius)
|
|
end
|
|
-- Set y adjustment if present
|
|
if fields.height then
|
|
y_adj = tonumber(fields.height)
|
|
end
|
|
-- Calculate positions
|
|
local start_pos = {x=pos.x-radius, y=pos.y-y_adj, z=pos.z-radius }
|
|
local end_pos = {x=pos.x+radius, y=pos.y+y_adj, z=pos.z+radius }
|
|
|
|
-- Scan for usable nodes
|
|
local area_info = npc.spawner.scan_area_for_spawn(start_pos, end_pos, player:get_player_name())
|
|
|
|
-- Assign occupation
|
|
local occupation_data = npc.spawner.determine_npc_occupation(
|
|
fields.building_type or area_info.building_type,
|
|
area_info.node_data.workplace_type,
|
|
area_info.npcs)
|
|
|
|
-- Assign workplace node
|
|
if occupation_data then
|
|
for i = 1, #area_info.node_data.workplace_type do
|
|
if area_info.node_data.workplace_type[i].node_pos == occupation_data.node.node_pos then
|
|
-- Found node, mark it as being used by NPC
|
|
area_info.node_data.workplace_type[i]["occupation"] = occupation_data.name
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Spawn NPC
|
|
local metadata = npc.spawner.spawn_npc(pos, area_info, fields.occupation_name)
|
|
end
|
|
end
|
|
end
|
|
-- Handle workplace marker formspec
|
|
if formname == "advanced_npc:workplace_marker_formspec" then
|
|
if fields then
|
|
local pos = spawner.workplace_pos[player:get_player_name()]
|
|
local meta = minetest.get_meta(pos)
|
|
-- Checkbox setting
|
|
if fields.is_surrounding then
|
|
--minetest.log("Saving.. "..fields.is_surrounding)
|
|
meta:set_string("surrounding_workplace", ""..fields.is_surrounding.."")
|
|
end
|
|
-- Handle reset button
|
|
if fields.reset_btn then
|
|
meta:set_string("building_type", "")
|
|
meta:set_string("surrounding_workplace", false)
|
|
meta:set_string("infotext", "Unconfigured workplace marker")
|
|
meta:set_string("work_data", nil)
|
|
return
|
|
end
|
|
-- Handle set button
|
|
if (pos and fields.text and fields.exit_btn)
|
|
or (fields.key_enter_field and fields.key_enter_field == "building_type") then
|
|
local meta = minetest.get_meta(pos)
|
|
meta:set_string("building_type", fields.text)
|
|
meta:set_string("infotext", fields.text.." (workplace)")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end)
|
|
|
|
|
|
---------------------------------------------------------------------------------------
|
|
-- Support code for mg_villages mods
|
|
---------------------------------------------------------------------------------------
|
|
if minetest.get_modpath("mg_villages") ~= nil then
|
|
|
|
-- This function creates a table of the scannable nodes inside
|
|
-- a mg_villages building. It needs the plotmarker position for a start
|
|
-- point and the building_data to get the x, y and z-coordinate size
|
|
-- of the building schematic
|
|
function spawner.scan_mg_villages_building(pos, building_data)
|
|
-- Get area of the building
|
|
local x_size = building_data.bsizex
|
|
local y_size = building_data.ysize
|
|
local z_size = building_data.bsizez
|
|
local brotate = building_data.brotate
|
|
local start_pos = {x=pos.x, y=pos.y, z=pos.z}
|
|
local x_sign, z_sign = 1, 1
|
|
|
|
-- Check plot direction
|
|
-- NOTE: Below values may be wrong, very wrong!
|
|
-- 0 - facing West, -X
|
|
-- 1 - facing North, +Z
|
|
-- 2 - facing East, +X
|
|
-- 3 - facing South -Z
|
|
if brotate == 0 then
|
|
x_sign, z_sign = 1, -1
|
|
elseif brotate == 1 then
|
|
x_sign, z_sign = -1, -1
|
|
local temp = z_size
|
|
z_size = x_size
|
|
x_size = temp
|
|
elseif brotate == 2 then
|
|
x_sign, z_sign = -1, 1
|
|
elseif brotate == 3 then
|
|
x_sign, z_sign = 1, 1
|
|
end
|
|
|
|
------------------------
|
|
-- For debug:
|
|
------------------------
|
|
-- Red is x marker
|
|
--minetest.set_node({x=pos.x + (x_sign * x_size),y=pos.y,z=pos.z}, {name = "wool:red"})
|
|
--minetest.get_meta({x=pos.x + (x_sign * x_size),y=pos.y,z=pos.z}):set_string("infotext", minetest.get_meta(pos):get_string("infotext")..", Axis: x, Sign: "..dump(x_sign))
|
|
-- Blue is z marker
|
|
--minetest.set_node({x=pos.x,y=pos.y,z=pos.z + (z_sign * z_size)}, {name = "wool:blue"})
|
|
--minetest.get_meta({x=pos.x,y=pos.y,z=pos.z + (z_sign * z_size)}):set_string("infotext", minetest.get_meta(pos):get_string("infotext")..", Axis: z, Sign: "..dump(z_sign))
|
|
|
|
npc.log("DEBUG", "Start pos: "..minetest.pos_to_string(start_pos))
|
|
npc.log("DEBUG", "Plot: "..dump(minetest.get_meta(start_pos):get_string("infotext")))
|
|
|
|
npc.log("DEBUG", "Brotate: "..dump(brotate))
|
|
npc.log("DEBUG", "X_sign: "..dump(x_sign))
|
|
npc.log("DEBUG", "X_adj: "..dump(x_sign*x_size))
|
|
npc.log("DEBUG", "Z_sign: "..dump(z_sign))
|
|
npc.log("DEBUG", "Z_adj: "..dump(z_sign*z_size))
|
|
|
|
local end_pos = {x=pos.x + (x_sign * x_size), y=pos.y + y_size, z=pos.z + (z_sign * z_size)}
|
|
|
|
-- For debug:
|
|
--minetest.set_node(start_pos, {name="default:mese_block"})
|
|
--minetest.set_node(end_pos, {name="default:mese_block"})
|
|
--minetest.get_meta(end_pos):set_string("infotext", minetest.get_meta(start_pos):get_string("infotext"))
|
|
|
|
npc.log("DEBUG", "Calculated end pos: "..minetest.pos_to_string(end_pos))
|
|
|
|
return npc.places.scan_area_for_usable_nodes(start_pos, end_pos)
|
|
end
|
|
|
|
-- This function "adapts" an existent mg_villages:plotmarker for NPC spawning.
|
|
-- The existing metadata will be kept, to allow compatibility. A new formspec
|
|
-- will appear on right-click, however it will as well allow to buy or manage
|
|
-- the plot. Also, the building is scanned for NPC-usable nodes and the amount
|
|
-- of NPCs to spawn and the interval is calculated.
|
|
function spawner.adapt_mg_villages_plotmarker(pos)
|
|
-- Get the meta at the current position
|
|
local meta = minetest.get_meta(pos)
|
|
local village_id = meta:get_string("village_id")
|
|
local plot_nr = meta:get_int("plot_nr")
|
|
local infotext = meta:get_string("infotext")
|
|
-- Check for nil values above
|
|
if (not village_id or (village_id and village_id == ""))
|
|
or (not plot_nr or (plot_nr and plot_nr == 0)) then
|
|
return
|
|
end
|
|
|
|
local all_data = npc.places.get_mg_villages_building_data(pos)
|
|
local building_data = all_data.building_data
|
|
local building_type = all_data.building_type
|
|
local building_pos_data = all_data.building_pos_dataS
|
|
|
|
--minetest.log("Found building data: "..dump(building_data))
|
|
|
|
-- Check if the building is of the support types
|
|
for _,value in pairs(npc.spawner.mg_villages_supported_building_types) do
|
|
|
|
if building_type == value then
|
|
|
|
npc.log("INFO", "Replacing mg_villages:plotmarker at "..minetest.pos_to_string(pos))
|
|
-- Store plotmarker metadata again
|
|
meta:set_string("village_id", village_id)
|
|
meta:set_int("plot_nr", plot_nr)
|
|
meta:set_string("infotext", infotext)
|
|
|
|
-- Store building type in metadata
|
|
meta:set_string("building_type", building_type)
|
|
-- Store plot information
|
|
local plot_info = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr]
|
|
plot_info["ysize"] = building_data.ysize
|
|
-- minetest.log("Plot info at replacement time: "..dump(plot_info))
|
|
meta:set_string("plot_info", minetest.serialize(plot_info))
|
|
-- Scan building for nodes
|
|
local nodedata = spawner.scan_mg_villages_building(pos, plot_info)
|
|
-- Find building entrance
|
|
local doors = nodedata.openable_type
|
|
--minetest.log("Found "..dump(#doors).." openable nodes")
|
|
local entrance = npc.places.find_entrance_from_openable_nodes(doors, pos)
|
|
if entrance then
|
|
npc.log("INFO", "Found building entrance at: "..minetest.pos_to_string(entrance.node_pos))
|
|
else
|
|
npc.log("ERROR", "Unable to find building entrance!")
|
|
end
|
|
-- Store building entrance
|
|
meta:set_string("entrance", minetest.serialize(entrance))
|
|
-- Store nodedata into the spawner's metadata
|
|
meta:set_string("node_data", minetest.serialize(nodedata))
|
|
-- Find nearby plotmarkers, excluding current plotmarker
|
|
local nearby_plotmarkers = npc.places.find_plotmarkers(pos, 35, true)
|
|
--minetest.log("Found nearby plotmarkers: "..dump(nearby_plotmarkers))
|
|
meta:set_string("nearby_plotmarkers", minetest.serialize(nearby_plotmarkers))
|
|
-- Check if building position data is also available (recent mg_villages)
|
|
if building_pos_data then
|
|
meta:set_string("building_pos_data", minetest.serialize(building_pos_data))
|
|
end
|
|
-- Initialize NPCs
|
|
local npcs = {}
|
|
meta:set_string("npcs", minetest.serialize(npcs))
|
|
-- Initialize NPC stats
|
|
local npc_stats = {
|
|
male = {
|
|
total = 0,
|
|
adult = 0,
|
|
child = 0
|
|
},
|
|
female = {
|
|
total = 0,
|
|
adult = 0,
|
|
child = 0
|
|
},
|
|
adult_total = 0,
|
|
child_total = 0
|
|
}
|
|
meta:set_string("npc_stats", minetest.serialize(npc_stats))
|
|
-- Set replaced
|
|
meta:set_string("replaced", "true")
|
|
-- Calculate how many NPCs will spawn
|
|
npc.spawner.calculate_npc_spawning_on_plotmarker(pos)
|
|
-- Stop searching for building type
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Node registration
|
|
-- This node is currently a slightly modified mg_villages:plotmarker
|
|
minetest.override_item("mg_villages:plotmarker", {
|
|
walkable = false,
|
|
groups = {cracky=3,stone=2},
|
|
|
|
-- TODO: Change formspec to a more detailed one.
|
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
|
return mg_villages.plotmarker_formspec( pos, nil, {}, clicker )
|
|
end,
|
|
|
|
on_timer = function(pos, elapsed)
|
|
-- Adds timer support
|
|
npc.spawner.spawn_npc_on_plotmarker(pos)
|
|
end,
|
|
})
|
|
|
|
-- ABM Registration
|
|
-- Consider changing this to be on nodetimer
|
|
minetest.register_abm({
|
|
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
|
|
nodenames = {"mg_villages:plotmarker"},
|
|
interval = 10,--npc.spawner.replacement_interval,
|
|
chance = 1,--5,
|
|
catch_up = true,
|
|
action = function(pos, node, active_object_count, active_object_count_wider)
|
|
-- Check if replacement is needed
|
|
local meta = minetest.get_meta(pos)
|
|
if minetest.get_meta(pos):get_string("replaced") == "true" then
|
|
return
|
|
end
|
|
-- Check if replacement is activated
|
|
if npc.spawner.replace_activated then
|
|
-- Replace mg_villages:plotmarker
|
|
spawner.adapt_mg_villages_plotmarker(pos)
|
|
end
|
|
end
|
|
})
|
|
|
|
end
|
|
|
|
-- Chat commands to manage spawners
|
|
minetest.register_chatcommand("restore_plotmarkers", {
|
|
description = "Replaces all advanced_npc:plotmarker_auto_spawner with mg_villages:plotmarker in the specified radius.",
|
|
privs = {server=true},
|
|
func = function(name, param)
|
|
-- Check if radius is null
|
|
if param == nil and type(param) ~= "number" then
|
|
minetest.chat_send_player(name, "Need to enter a radius as an integer number. Ex. /restore_plotmarkers 10 for a radius of 10")
|
|
return
|
|
end
|
|
-- Get player position
|
|
local pos = {}
|
|
for _,player in pairs(minetest.get_connected_players()) do
|
|
if player:get_player_name() == name then
|
|
pos = player:get_pos()
|
|
break
|
|
end
|
|
end
|
|
-- Search for nodes
|
|
local radius = tonumber(param)
|
|
local start_pos = {x=pos.x - radius, y=pos.y - 5, z=pos.z - radius}
|
|
local end_pos = {x=pos.x + radius, y=pos.y + 5, z=pos.z + radius}
|
|
local nodes = minetest.find_nodes_in_area_under_air(start_pos, end_pos,
|
|
{"mg_villages:plotmarker"})
|
|
-- Check if we have nodes to replace
|
|
minetest.chat_send_player(name, "Found "..dump(#nodes).." nodes to replace...")
|
|
if #nodes == 0 then
|
|
return
|
|
end
|
|
-- Replace all nodes
|
|
for i = 1, #nodes do
|
|
local meta = minetest.get_meta(nodes[i])
|
|
local village_id = meta:get_string("village_id")
|
|
local plot_nr = meta:get_int("plot_nr")
|
|
local infotext = meta:get_string("infotext")
|
|
local npcs = minetest.deserialize(meta:get_string("npcs"))
|
|
-- Restore workplaces to original status
|
|
if npcs then
|
|
for i = 1, #npcs do
|
|
if npcs[i].workplace then
|
|
-- Remove work data
|
|
local workplace_meta = minetest.get_meta(npcs[i].workplace)
|
|
workplace_meta:set_string("work_data", nil)
|
|
end
|
|
end
|
|
end
|
|
-- Set metadata
|
|
meta = minetest.get_meta(nodes[i])
|
|
meta:set_string("village_id", village_id)
|
|
meta:set_int("plot_nr", plot_nr)
|
|
meta:set_string("infotext", infotext)
|
|
-- Clear NPC stats, NPC data and node data
|
|
meta:set_string("node_data", nil)
|
|
meta:set_string("npcs", nil)
|
|
meta:set_string("npc_stats", nil)
|
|
meta:set_string("replaced", "false")
|
|
end
|
|
minetest.chat_send_player(name, "Finished replacement of "..dump(#nodes).." auto-spawners successfully")
|
|
end
|
|
})
|