8a5e80e2cb
Add owned and used properties to each owned/shared node. Actions: Allow to find alternative sittable/bed/furnace node if currently being used. Default occupation: Add alternative sitting finding. NPC: Log cleanup.
1177 lines
38 KiB
Lua
1177 lines
38 KiB
Lua
-- Actions code for Advanced NPC by Zorman2000
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---------------------------------------------------------------------------------------
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-- Action functionality
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---------------------------------------------------------------------------------------
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-- The NPCs will be able to perform six fundamental actions that will allow
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-- for them to perform any other kind of interaction in the world. These
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-- fundamental actions are: place a node, dig a node, put items on an inventory,
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-- take items from an inventory, find a node closeby (radius 3) and
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-- walk a step on specific direction. These actions will be set on an action queue.
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-- The queue will have the specific steps, in order, for the NPC to be able to do
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-- something (example, go to a specific place and put a chest there). The
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-- fundamental actions are added to the action queue to make a complete task for the NPC.
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npc.actions = {}
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npc.actions.default_interval = 1
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npc.actions.dir_data = {
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-- North
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[0] = {
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yaw = 0,
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vel = {x=0, y=0, z=1}
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},
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-- East
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[1] = {
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yaw = (3 * math.pi) / 2,
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vel = {x=1, y=0, z=0}
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},
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-- South
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[2] = {
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yaw = math.pi,
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vel = {x=0, y=0, z=-1}
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},
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-- West
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[3] = {
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yaw = math.pi / 2,
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vel = {x=-1, y=0, z=0}
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},
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-- North east
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[4] = {
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yaw = (7 * math.pi) / 4,
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vel = {x=1, y=0, z=1}
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},
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-- North west
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[5] = {
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yaw = math.pi / 4,
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vel = {x=-1, y=0, z=1}
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},
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-- South east
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[6] = {
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yaw = (5 * math.pi) / 4,
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vel = {x=1, y=0, z=-1}
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},
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-- South west
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[7] = {
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yaw = (3 * math.pi) / 4,
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vel = {x=-1, y=0, z=-1}
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}
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}
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-- Describes actions with doors or openable nodes
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npc.actions.const = {
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doors = {
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action = {
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OPEN = 1,
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CLOSE = 2
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},
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state = {
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OPEN = 1,
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CLOSED = 2
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}
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},
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beds = {
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LAY = 1,
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GET_UP = 2
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},
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sittable = {
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SIT = 1,
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GET_UP = 2
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}
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}
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npc.actions.cmd = {
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SET_INTERVAL = 0,
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FREEZE = 1,
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ROTATE = 2,
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WALK_STEP = 3,
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STAND = 4,
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SIT = 5,
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LAY = 6,
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PUT_ITEM = 7,
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TAKE_ITEM = 8,
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CHECK_ITEM = 9,
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USE_OPENABLE = 10,
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USE_FURNACE = 11,
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USE_BED = 12,
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USE_SITTABLE = 13,
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WALK_TO_POS = 14,
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DIG = 15,
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PLACE = 16
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}
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--npc.actions.one_nps_speed = 0.98
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--npc.actions.one_half_nps_speed = 1.40
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--npc.actions.two_nps_speed = 1.90'
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npc.actions.one_nps_speed = 1
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npc.actions.one_half_nps_speed = 1.5
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npc.actions.two_nps_speed = 2
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npc.actions.take_from_inventory = "take_from_inventory"
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npc.actions.take_from_inventory_forced = "take_from_inventory_forced"
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npc.actions.force_place = "force_place"
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--------------
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-- Executor --
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--------------
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-- Function references aren't reliable in Minetest entities. Objects get serialized
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-- and deserialized, as well as loaded and unloaded frequently which causes many
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-- function references to be lost and then crashes occurs due to nil variables.
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-- Using constants to refer to each method of this API and a function that
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-- understands those constants and executes the proper function is the way to avoid
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-- this frequent crashes.
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function npc.actions.execute(self, command, args)
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if command == npc.actions.cmd.SET_INTERVAL then
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--
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return npc.actions.set_interval(self, args)
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elseif command == npc.actions.cmd.FREEZE then
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--
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return npc.actions.freeze(self, args)
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elseif command == npc.actions.cmd.ROTATE then
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--
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return npc.actions.rotate(self, args)
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elseif command == npc.actions.cmd.WALK_STEP then
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--
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return npc.actions.walk_step(self, args)
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elseif command == npc.actions.cmd.STAND then
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--
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return npc.actions.stand(self, args)
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elseif command == npc.actions.cmd.SIT then
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--
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return npc.actions.sit(self, args)
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elseif command == npc.actions.cmd.LAY then
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--
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return npc.actions.lay(self, args)
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elseif command == npc.actions.cmd.PUT_ITEM then
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--
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return npc.actions.put_item_on_external_inventory(self, args)
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elseif command == npc.actions.cmd.TAKE_ITEM then
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--
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return npc.actions.take_item_from_external_inventory(self, args)
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elseif command == npc.actions.cmd.CHECK_ITEM then
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--
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return npc.actions.check_external_inventory_contains_item(self, args)
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elseif command == npc.actions.cmd.USE_OPENABLE then
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--
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return npc.actions.use_openable(self, args)
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elseif command == npc.actions.cmd.USE_FURNACE then
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--
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return npc.actions.use_furnace(self, args)
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elseif command == npc.actions.cmd.USE_BED then
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--
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return npc.actions.use_bed(self, args)
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elseif command == npc.actions.cmd.USE_SITTABLE then
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-- Call use sittable task
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return npc.actions.use_sittable(self, args)
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elseif command == npc.actions.cmd.WALK_TO_POS then
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-- Call walk to position task
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--minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
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return npc.actions.walk_to_pos(self, args)
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elseif command == npc.actions.cmd.DIG then
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-- Call dig node action
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return npc.actions.dig(self, args)
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elseif command == npc.actions.cmd.PLACE then
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-- Call place node action
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return npc.actions.place(self, args)
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end
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end
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-- TODO: Thanks to executor function, all the functions for Actions and Tasks
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-- should be made into private API
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---------------------------------------------------------------------------------------
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-- Actions
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---------------------------------------------------------------------------------------
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-- The following action alters the timer interval for executing actions, therefore
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-- making waits and pauses possible, or increase timing when some actions want to
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-- be performed faster, like walking.
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function npc.actions.set_interval(self, args)
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local self_actions = args.self_actions
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local new_interval = args.interval
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local freeze_mobs_api = args.freeze
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self.actions.action_interval = new_interval
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return not freeze_mobs_api
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end
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-- The following action is for allowing the rest of mobs redo API to be executed
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-- after this action ends. This is useful for times when no action is needed
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-- and the NPC is allowed to roam freely.
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function npc.actions.freeze(self, args)
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local freeze_mobs_api = args.freeze
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--minetest.log("Received: "..dump(freeze_mobs_api))
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--minetest.log("Returning: "..dump(not(freeze_mobs_api)))
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return not(freeze_mobs_api)
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end
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-- This action digs the node at the given position
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-- If 'add_to_inventory' is true, it will put the digged node in the NPC
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-- inventory.
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-- Returns true if dig is successful, otherwise false
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function npc.actions.dig(self, args)
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local pos = args.pos
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local add_to_inventory = args.add_to_inventory
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local bypass_protection = args.bypass_protection
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local play_sound = args.play_sound or true
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local node = minetest.get_node_or_nil(pos)
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if node then
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-- Set mine animation
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self.object:set_animation({
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x = npc.ANIMATION_MINE_START,
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y = npc.ANIMATION_MINE_END},
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self.animation.speed_normal, 0)
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-- Play dig sound
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if play_sound == true then
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minetest.sound_play(
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minetest.registered_nodes[node.name].sounds.dug,
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{
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max_hear_distance = 10,
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object = self.object
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}
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)
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end
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-- Check if protection not enforced
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if not bypass_protection then
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-- Try to dig node
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if minetest.dig_node(pos) then
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-- Add to inventory the node drops
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if add_to_inventory then
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-- Get node drop
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local drop = minetest.registered_nodes[node.name].drop
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local drop_itemname = node.name
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if drop and drop.items then
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local random_item = drop.items[math.random(1, #drop.items)]
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if random_item then
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drop_itemname = random_item.items[1]
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end
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end
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-- Add to NPC inventory
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npc.add_item_to_inventory(self, drop_itemname, 1)
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end
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--return true
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return
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end
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else
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-- Add to inventory
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if add_to_inventory then
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-- Get node drop
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local drop = minetest.registered_nodes[node.name].drop
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local drop_itemname = node.name
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if drop and drop.items then
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local random_item = drop.items[math.random(1, #drop.items)]
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if random_item then
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drop_itemname = random_item.items[1]
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end
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end
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-- Add to NPC inventory
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npc.add_item_to_inventory(self, drop_itemname, 1)
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end
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-- Dig node
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minetest.set_node(pos, {name="air"})
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end
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end
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--return false
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end
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-- This action places a given node at the given position
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-- There are three ways to source the node:
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-- 1. take_from_inventory: takes node from inventory. If not in inventory,
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-- node isn't placed.
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-- 2. take_from_inventory_forced: takes node from inventory. If not in
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-- inventory, node will be placed anyways.
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-- 3. force_place: places node regardless of inventory - will not touch
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-- the NPCs inventory
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function npc.actions.place(self, args)
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local pos = args.pos
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local node = args.node
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local source = args.source
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local bypass_protection = args.bypass_protection
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local play_sound = args.play_sound or true
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local node_at_pos = minetest.get_node_or_nil(pos)
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-- Check if position is empty or has a node that can be built to
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if node_at_pos and
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(node_at_pos.name == "air" or minetest.registered_nodes[node_at_pos.name].buildable_to == true) then
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-- Check protection
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if (not bypass_protection and not minetest.is_protected(pos, self.npc_name))
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or bypass_protection == true then
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-- Take from inventory if necessary
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local place_item = false
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if source == npc.actions.take_from_inventory then
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if npc.take_item_from_inventory(self, node, 1) then
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place_item = true
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end
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elseif source == npc.actions.take_from_inventory_forced then
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npc.take_item_from_inventory(self, node, 1)
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place_item = true
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elseif source == npc.actions.force_place then
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place_item = true
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end
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-- Place node
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if place_item == true then
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-- Set mine animation
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self.object:set_animation({
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x = npc.ANIMATION_MINE_START,
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y = npc.ANIMATION_MINE_END},
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self.animation.speed_normal, 0)
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-- Place node
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minetest.set_node(pos, {name=node})
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-- Play place sound
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if play_sound == true then
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minetest.sound_play(
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minetest.registered_nodes[node].sounds.place,
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{
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max_hear_distance = 10,
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object = self.object
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}
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)
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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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-- This function allows to move into directions that are walkable. It
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-- avoids fences and allows to move on plants.
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-- This will make for nice wanderings, making the NPC move smartly instead
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-- of just getting stuck at places
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local function random_dir_helper(start_pos, speed, dir_start, dir_end)
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-- Limit the number of tries - otherwise it could become an infinite loop
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for i = 1, 8 do
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local dir = math.random(dir_start, dir_end)
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local vel = vector.multiply(npc.actions.dir_data[dir].vel, speed)
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local pos = vector.add(start_pos, vel)
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local node = minetest.get_node(pos)
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if node then
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if node.name == "air"
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-- Any walkable node except fences
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or (minetest.registered_nodes[node.name].walkable == true
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and minetest.registered_nodes[node.name].groups.fence ~= 1)
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-- Farming plants
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or minetest.registered_nodes[node.name].groups.plant == 1 then
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return dir
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end
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end
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end
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-- Return -1 signaling that no good direction could be found
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return -1
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end
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-- This action is to rotate to mob to a specifc direction. Currently, the code
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-- contains also for diagonals, but remaining in the orthogonal domain is preferrable.
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function npc.actions.rotate(self, args)
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local dir = args.dir
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local start_pos = args.start_pos
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local end_pos = args.end_pos
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-- Calculate dir if positions are given
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if start_pos and end_pos and not dir then
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dir = npc.actions.get_direction(start_pos, end_pos)
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end
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local yaw = 0
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self.rotate = 0
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if dir == npc.direction.north then
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yaw = 0
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elseif dir == npc.direction.north_east then
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yaw = (7 * math.pi) / 4
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elseif dir == npc.direction.east then
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yaw = (3 * math.pi) / 2
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elseif dir == npc.direction.south_east then
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yaw = (5 * math.pi) / 4
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elseif dir == npc.direction.south then
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yaw = math.pi
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elseif dir == npc.direction.south_west then
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yaw = (3 * math.pi) / 4
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elseif dir == npc.direction.west then
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yaw = math.pi / 2
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elseif dir == npc.direction.north_west then
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yaw = math.pi / 4
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end
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self.object:setyaw(yaw)
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end
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-- This function will make the NPC walk one step on a
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-- specifc direction. One step means one node. It returns
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-- true if it can move on that direction, and false if there is an obstacle
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function npc.actions.walk_step(self, args)
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local dir = args.dir
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local step_into_air_only = args.step_into_air_only
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local speed = args.speed
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local target_pos = args.target_pos
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local start_pos = args.start_pos
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local vel = {}
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-- Set default node per seconds
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if speed == nil then
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speed = npc.actions.one_nps_speed
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end
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-- Check if dir should be random
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if dir == "random_all" or dir == "random" then
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dir = random_dir_helper(start_pos, speed, 0, 7)
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end
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if dir == "random_orthogonal" then
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dir = random_dir_helper(start_pos, speed, 0, 3)
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end
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if dir == npc.direction.north then
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vel = {x=0, y=0, z=speed}
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elseif dir == npc.direction.north_east then
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vel = {x=speed, y=0, z=speed}
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elseif dir == npc.direction.east then
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vel = {x=speed, y=0, z=0}
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elseif dir == npc.direction.south_east then
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vel = {x=speed, y=0, z=-speed}
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elseif dir == npc.direction.south then
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vel = {x=0, y=0, z=-speed}
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elseif dir == npc.direction.south_west then
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vel = {x=-speed, y=0, z=-speed}
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elseif dir == npc.direction.west then
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vel = {x=-speed, y=0, z=0}
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elseif dir == npc.direction.north_west then
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vel = {x=-speed, y=0, z=speed }
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else
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-- No direction provided or NPC is trapped, don't move NPC
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vel = {x=0, y=0, z=0}
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end
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-- If there is a target position to reach, set it and set walking to true
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if target_pos ~= nil then
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self.actions.walking.target_pos = target_pos
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-- Set is_walking = true
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self.actions.walking.is_walking = true
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end
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-- Rotate NPC
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npc.actions.rotate(self, {dir=dir})
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-- Set velocity so that NPC walks
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self.object:setvelocity(vel)
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-- Set walk animation
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self.object:set_animation({
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x = npc.ANIMATION_WALK_START,
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y = npc.ANIMATION_WALK_END},
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self.animation.speed_normal, 0)
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end
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-- This action makes the NPC stand and remain like that
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function npc.actions.stand(self, args)
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local pos = args.pos
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local dir = args.dir
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-- Set is_walking = false
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self.actions.walking.is_walking = false
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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position given, set to that position
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if pos ~= nil then
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self.object:moveto(pos)
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end
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-- If dir given, set to that dir
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if dir ~= nil then
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npc.actions.rotate(self, {dir=dir})
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end
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-- Set stand animation
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self.object:set_animation({
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x = npc.ANIMATION_STAND_START,
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y = npc.ANIMATION_STAND_END},
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self.animation.speed_normal, 0)
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end
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-- This action makes the NPC sit on the node where it is
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function npc.actions.sit(self, args)
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local pos = args.pos
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local dir = args.dir
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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position given, set to that position
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if pos ~= nil then
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self.object:moveto(pos)
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end
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-- If dir given, set to that dir
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if dir ~= nil then
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npc.actions.rotate(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(self, args)
|
|
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(self, args)
|
|
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(self, args)
|
|
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=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(self, args)
|
|
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=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, pos, npc_dir)
|
|
--minetest.log("Node name: "..dump(node.name))
|
|
local state = npc.actions.const.doors.state.CLOSED
|
|
-- Check for MTG doors and gates
|
|
local mtg_door_closed = false
|
|
if minetest.get_item_group(node.name, "door") > 0 then
|
|
local back_pos = vector.add(pos, minetest.facedir_to_dir(node.param2))
|
|
local back_node = minetest.get_node(back_pos)
|
|
if back_node.name == "air" or minetest.registered_nodes[back_node.name].walkable == false then
|
|
mtg_door_closed = true
|
|
end
|
|
end
|
|
-- 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 mtg_door_closed == false and open_i1 == nil and half_door_is_closed == false 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_openable(self, args)
|
|
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, pos, 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.
|
|
|
|
local function get_pos_argument(self, pos, use_access_node)
|
|
--minetest.log("Type of pos: "..dump(type(pos)))
|
|
-- Check which type of position argument we received
|
|
if type(pos) == "table" then
|
|
--minetest.log("Received table pos: "..dump(pos))
|
|
-- Check if table is position
|
|
if pos.x ~= nil and pos.y ~= nil and pos.z ~= nil then
|
|
-- Position received, return position
|
|
return pos
|
|
elseif pos.place_type ~= nil then
|
|
-- Received table in the following format:
|
|
-- {
|
|
-- place_category = "",
|
|
-- place_type = "",
|
|
-- index = 1,
|
|
-- use_access_node = false|true,
|
|
-- try_alternative_if_used = true|false
|
|
-- }
|
|
local index = pos.index or 1
|
|
local use_access_node = pos.use_access_node or false
|
|
local try_alternative_if_used = pos.try_alternative_if_used or false
|
|
local places = npc.places.get_by_type(self, pos.place_type)
|
|
--minetest.log("Place type: "..dump(pos.place_type))
|
|
--minetest.log("Places: "..dump(places))
|
|
-- Check index is valid on the places map
|
|
if #places >= index then
|
|
local place = places[index]
|
|
-- Check if place is used, and if it is, find alternative if required
|
|
if try_alternative_if_used == true then
|
|
place = npc.places.find_unused_place(self, pos.place_category, pos.place_type, place)
|
|
|
|
--minetest.log("Mark as used? "..dump(pos.mark_target_as_used))
|
|
if pos.mark_target_as_used == true then
|
|
--minetest.log("Marking as used: "..minetest.pos_to_string(place.pos))
|
|
npc.places.mark_place_used(place.pos, npc.places.USE_STATE.USED)
|
|
end
|
|
|
|
npc.places.add_shared_accessible_place(
|
|
self, {owner="", node_pos=place.pos}, npc.places.PLACE_TYPE.CALCULATED.TARGET, true, {})
|
|
end
|
|
-- Check if access node is desired
|
|
if use_access_node == true then
|
|
-- Return actual node pos
|
|
return place.access_node, place.pos
|
|
else
|
|
-- Return node pos that allows access to node
|
|
return place.pos
|
|
end
|
|
end
|
|
end
|
|
elseif type(pos) == "string" then
|
|
-- Received name of place, so we are going to look for the actual pos
|
|
local places_pos = npc.places.get_by_type(self, pos, false)
|
|
-- Return nil if no position found
|
|
if places_pos == nil or #places_pos == 0 then
|
|
return nil
|
|
end
|
|
-- Check if received more than one position
|
|
if #places_pos > 1 then
|
|
-- Check all places, return owned if existent, else return the first one
|
|
for i = 1, #places_pos do
|
|
if places_pos[i].status == "owned" then
|
|
if use_access_node == true then
|
|
return places_pos[i].access_node, places_pos[i].pos
|
|
else
|
|
return places_pos[i].pos
|
|
end
|
|
end
|
|
end
|
|
end
|
|
-- Return the first position only if it couldn't find an owned
|
|
-- place, or if it there is only one
|
|
if use_access_node == true then
|
|
return places_pos[1].access_node, places_pos[1].pos
|
|
else
|
|
return places_pos[1].pos
|
|
end
|
|
end
|
|
end
|
|
|
|
-- 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, args)
|
|
local pos = get_pos_argument(self, args.pos)
|
|
if pos == nil then
|
|
npc.log("WARNING", "Got nil position in 'use_furnace' using args.pos: "..dump(args.pos))
|
|
return
|
|
end
|
|
|
|
local enable_usage_marking = args.enable_usage_marking or true
|
|
local item = args.item
|
|
local freeze = args.freeze
|
|
-- Define which items are usable as fuels. The NPC
|
|
-- will mainly use this as fuels to avoid getting useful
|
|
-- items (such as coal lumps) for burning
|
|
local fuels = {"default:leaves",
|
|
"default:pine_needles",
|
|
"default:tree",
|
|
"default:acacia_tree",
|
|
"default:aspen_tree",
|
|
"default:jungletree",
|
|
"default:pine_tree",
|
|
"default:coalblock",
|
|
"farming:straw"}
|
|
|
|
-- Check if NPC has item to cook
|
|
local src_item = npc.inventory_contains(self, npc.get_item_name(item))
|
|
if src_item == nil then
|
|
-- Unable to cook item that is not in inventory
|
|
return false
|
|
end
|
|
|
|
-- Check if NPC has a fuel item
|
|
for i = 1,9 do
|
|
local fuel_item = npc.inventory_contains(self, fuels[i])
|
|
|
|
if fuel_item ~= nil then
|
|
-- Get fuel item's burn time
|
|
local fuel_time =
|
|
minetest.get_craft_result({method="fuel", width=1, items={ItemStack(fuel_item.item_string)}}).time
|
|
local total_fuel_time = fuel_time * npc.get_item_count(fuel_item.item_string)
|
|
npc.log("DEBUG", "Fuel time: "..dump(fuel_time))
|
|
|
|
-- Get item to cook's cooking time
|
|
local cook_result =
|
|
minetest.get_craft_result({method="cooking", width=1, items={ItemStack(src_item.item_string)}})
|
|
local total_cook_time = cook_result.time * npc.get_item_count(item)
|
|
npc.log("DEBUG", "Cook: "..dump(cook_result))
|
|
|
|
npc.log("DEBUG", "Total cook time: "..total_cook_time
|
|
..", total fuel burn time: "..dump(total_fuel_time))
|
|
|
|
-- Check if there is enough fuel to cook all items
|
|
if total_cook_time > total_fuel_time then
|
|
-- Don't have enough fuel to cook item. Return the difference
|
|
-- so it may help on trying to acquire the fuel later.
|
|
-- NOTE: Yes, returning here means that NPC could probably have other
|
|
-- items usable as fuels and ignore them. This should be ok for now,
|
|
-- considering that fuel items are ordered in a way where cheaper, less
|
|
-- useless items come first, saving possible valuable items.
|
|
return cook_result.time - fuel_time
|
|
end
|
|
|
|
-- Set furnace as used if flag is enabled
|
|
if enable_usage_marking then
|
|
-- Set place as used
|
|
npc.places.mark_place_used(pos, npc.places.USE_STATE.USED)
|
|
end
|
|
|
|
-- Calculate how much fuel is needed
|
|
local fuel_amount = total_cook_time / fuel_time
|
|
if fuel_amount < 1 then
|
|
fuel_amount = 1
|
|
end
|
|
|
|
npc.log("DEBUG", "Amount of fuel needed: "..fuel_amount)
|
|
|
|
-- Put this item on the fuel inventory list of the furnace
|
|
local args = {
|
|
player = nil,
|
|
pos = pos,
|
|
inv_list = "fuel",
|
|
item_name = npc.get_item_name(fuel_item.item_string),
|
|
count = fuel_amount
|
|
}
|
|
npc.add_action(self, npc.actions.cmd.PUT_ITEM, args)
|
|
-- Put the item that we want to cook on the furnace
|
|
args = {
|
|
player = nil,
|
|
pos = pos,
|
|
inv_list = "src",
|
|
item_name = npc.get_item_name(src_item.item_string),
|
|
count = npc.get_item_count(item),
|
|
is_furnace = true
|
|
}
|
|
npc.add_action(self, npc.actions.cmd.PUT_ITEM, args)
|
|
|
|
-- Now, set NPC to wait until furnace is done.
|
|
npc.log("DEBUG", "Setting wait action for "..dump(total_cook_time))
|
|
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=total_cook_time, freeze=freeze})
|
|
|
|
-- Reset timer
|
|
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=1, freeze=true})
|
|
|
|
-- If freeze is false, then we will have to find the way back to the furnace
|
|
-- once cooking is done.
|
|
if freeze == false then
|
|
npc.log("DEBUG", "Adding walk to position to wandering: "..dump(pos))
|
|
npc.add_task(self, npc.actions.cmd.WALK_TO_POS, {end_pos=pos, walkable={}})
|
|
end
|
|
|
|
-- Take cooked items back
|
|
args = {
|
|
|
|
player = nil,
|
|
pos = pos,
|
|
inv_list = "dst",
|
|
item_name = cook_result.item:get_name(),
|
|
count = npc.get_item_count(item),
|
|
is_furnace = false
|
|
}
|
|
npc.log("DEBUG", "Taking item back: "..minetest.pos_to_string(pos))
|
|
npc.add_action(self, npc.actions.cmd.TAKE_ITEM, args)
|
|
|
|
npc.log("DEBUG", "Inventory: "..dump(self.inventory))
|
|
|
|
-- Set furnace as unused if flag is enabled
|
|
if enable_usage_marking then
|
|
-- Set place as used
|
|
npc.places.mark_place_used(pos, npc.places.USE_STATE.NOT_USED)
|
|
end
|
|
|
|
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, args)
|
|
local pos = get_pos_argument(self, args.pos)
|
|
if pos == nil then
|
|
npc.log("WARNING", "Got nil position in 'use_bed' using args.pos: "..dump(args.pos))
|
|
return
|
|
end
|
|
local action = args.action
|
|
local enable_usage_marking = args.enable_usage_marking or true
|
|
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
|
|
-- Error here due to ignore. Need to come up with better solution
|
|
if node.name == "ignore" then
|
|
return
|
|
end
|
|
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.cmd.SIT, {pos=bed_pos, dir=(node.param2 + 2) % 4})
|
|
-- Lay down
|
|
npc.add_action(self, npc.actions.cmd.LAY, {})
|
|
if enable_usage_marking then
|
|
-- Set place as used
|
|
npc.places.mark_place_used(pos, npc.places.USE_STATE.USED)
|
|
end
|
|
else
|
|
-- Calculate position to get up
|
|
-- Error here due to ignore. Need to come up with better solution
|
|
if node.name == "ignore" then
|
|
return
|
|
end
|
|
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.cmd.SIT, {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 pos_out_of_bed = pos
|
|
local empty_nodes = npc.places.find_node_orthogonally(bed_pos, {"air", "cottages:bench"}, y_adjustment)
|
|
if empty_nodes ~= nil and #empty_nodes > 0 then
|
|
-- Get direction to the empty node
|
|
dir = npc.actions.get_direction(bed_pos, empty_nodes[1].pos)
|
|
|
|
-- Calculate position to get out of bed
|
|
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
|
|
|
|
end
|
|
-- Stand out of bed
|
|
npc.add_action(self, npc.actions.cmd.STAND, {pos=pos_out_of_bed, dir=dir})
|
|
if enable_usage_marking then
|
|
-- Set place as unused
|
|
npc.places.mark_place_used(pos, npc.places.USE_STATE.NOT_USED)
|
|
end
|
|
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, args)
|
|
local pos = get_pos_argument(self, args.pos)
|
|
if pos == nil then
|
|
npc.log("WARNING", "Got nil position in 'use_sittable' using args.pos: "..dump(args.pos))
|
|
return
|
|
end
|
|
local action = args.action
|
|
local enable_usage_marking = args.enable_usage_marking or true
|
|
local node = minetest.get_node(pos)
|
|
|
|
if action == npc.actions.const.sittable.SIT then
|
|
-- Calculate position depending on bench
|
|
-- Error here due to ignore. Need to come up with better solution
|
|
if node.name == "ignore" then
|
|
return
|
|
end
|
|
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.cmd.SIT, {pos=sit_pos, dir=(node.param2 + 2) % 4})
|
|
if enable_usage_marking then
|
|
-- Set place as used
|
|
npc.places.mark_place_used(pos, npc.places.USE_STATE.USED)
|
|
end
|
|
else
|
|
-- Find empty areas around chair
|
|
local dir = node.param2 + 2 % 4
|
|
-- Default it to the current position in case it can't find empty
|
|
-- position around sittable node. Weird
|
|
local pos_out_of_sittable = pos
|
|
local empty_nodes = npc.places.find_node_orthogonally(pos, {"air"}, 0)
|
|
if empty_nodes ~= nil and #empty_nodes > 0 then
|
|
--minetest.log("Empty nodes: "..dump(empty_nodes))
|
|
--minetest.log("Npc.actions.get_direction: "..dump(npc.actions.get_direction))
|
|
--minetest.log("Pos: "..dump(pos))
|
|
-- Get direction to the empty node
|
|
dir = npc.actions.get_direction(pos, empty_nodes[1].pos)
|
|
-- Calculate position to get out of sittable node
|
|
pos_out_of_sittable =
|
|
{x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
|
|
end
|
|
-- Stand
|
|
npc.add_action(self, npc.actions.cmd.STAND, {pos=pos_out_of_sittable, dir=dir})
|
|
minetest.log("Setting sittable at "..minetest.pos_to_string(pos).." as not used")
|
|
if enable_usage_marking then
|
|
-- Set place as unused
|
|
npc.places.mark_place_used(pos, npc.places.USE_STATE.NOT_USED)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- This function returns the direction enum
|
|
-- for the moving from v1 to v2
|
|
function npc.actions.get_direction(v1, v2)
|
|
local vector_dir = vector.direction(v1, v2)
|
|
local dir = vector.round(vector_dir)
|
|
|
|
if dir.x ~= 0 and dir.z ~= 0 then
|
|
if dir.x > 0 and dir.z > 0 then
|
|
return npc.direction.north_east
|
|
elseif dir.x > 0 and dir.z < 0 then
|
|
return npc.direction.south_east
|
|
elseif dir.x < 0 and dir.z > 0 then
|
|
return npc.direction.north_west
|
|
elseif dir.x < 0 and dir.z < 0 then
|
|
return npc.direction.south_west
|
|
end
|
|
elseif dir.x ~= 0 and dir.z == 0 then
|
|
if dir.x > 0 then
|
|
return npc.direction.east
|
|
else
|
|
return npc.direction.west
|
|
end
|
|
elseif dir.z ~= 0 and dir.x == 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, args)
|
|
-- Get arguments for this task
|
|
local use_access_node = args.use_access_node or true
|
|
local end_pos, node_pos = get_pos_argument(self, args.end_pos, use_access_node)
|
|
if end_pos == nil then
|
|
npc.log("WARNING", "Got nil position in 'walk_to_pos' using args.pos: "..dump(args.end_pos))
|
|
return
|
|
end
|
|
local enforce_move = args.enforce_move or true
|
|
local walkable_nodes = args.walkable
|
|
|
|
-- Round start_pos to make sure it can find start and end
|
|
local start_pos = vector.round(self.object:getpos())
|
|
npc.log("DEBUG", "walk_to_pos: Start pos: "..minetest.pos_to_string(start_pos))
|
|
npc.log("DEBUG", "walk_to_pos: End pos: "..minetest.pos_to_string(end_pos))
|
|
|
|
-- Check if start_pos and end_pos are the same
|
|
if vector.equals(start_pos, end_pos) == true then
|
|
-- Check if it was using access node, if it was, add action to
|
|
-- rotate NPC into that direction
|
|
if use_access_node == true then
|
|
local dir = npc.actions.get_direction(end_pos, node_pos)
|
|
npc.add_action(self, npc.actions.cmd.STAND, {dir = dir})
|
|
end
|
|
npc.log("WARNING", "walk_to_pos Found start_pos == end_pos")
|
|
return
|
|
end
|
|
|
|
|
|
-- Set walkable nodes to empty if the parameter hasn't been used
|
|
if walkable_nodes == nil then
|
|
walkable_nodes = {}
|
|
end
|
|
|
|
-- Find path
|
|
local path = npc.pathfinder.find_path(start_pos, end_pos, self, true)
|
|
|
|
if path ~= nil and #path > 1 then
|
|
npc.log("INFO", "walk_to_pos Found path to node: "..minetest.pos_to_string(end_pos))
|
|
-- Store path
|
|
self.actions.walking.path = path
|
|
|
|
-- Local variables
|
|
local door_opened = false
|
|
local speed = npc.actions.two_nps_speed
|
|
|
|
-- Set the action timer interval to half second. This is to account for
|
|
-- the increased speed when walking.
|
|
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=0.5, freeze=true})
|
|
|
|
-- Set the initial last and target positions
|
|
self.actions.walking.target_pos = path[1].pos
|
|
|
|
-- 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 the last step
|
|
npc.add_action(self, npc.actions.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+1].pos})
|
|
-- Add stand animation at end
|
|
if use_access_node == true then
|
|
dir = npc.actions.get_direction(end_pos, node_pos)
|
|
end
|
|
minetest.log("Dir: "..dump(dir))
|
|
-- Change dir if using access_node
|
|
npc.add_action(self, npc.actions.cmd.STAND, {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 == npc.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, path[i+1].pos, 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.cmd.STAND, {dir=dir})
|
|
-- Open door
|
|
npc.add_action(self, npc.actions.cmd.USE_OPENABLE, {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.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+1].pos})
|
|
|
|
if door_opened then
|
|
-- Stop to close door, this avoids misplaced movements later on
|
|
-- local x_adj, z_adj = 0, 0
|
|
-- if dir == 0 then
|
|
-- z_adj = 0.1
|
|
-- elseif dir == 1 then
|
|
-- x_adj = 0.1
|
|
-- elseif dir == 2 then
|
|
-- z_adj = -0.1
|
|
-- elseif dir == 3 then
|
|
-- x_adj = -0.1
|
|
-- end
|
|
-- local pos_on_close = {x=path[i+1].pos.x + x_adj, y=path[i+1].pos.y + 1, z=path[i+1].pos.z + z_adj}
|
|
-- Add extra walk step to ensure that one is standing at other side of openable node
|
|
-- npc.add_action(self, npc.actions.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+2].pos})
|
|
-- Stop to close the door
|
|
npc.add_action(self, npc.actions.cmd.STAND, {dir=(dir + 2) % 4 })--, pos=pos_on_close})
|
|
-- Close door
|
|
npc.add_action(self, npc.actions.cmd.USE_OPENABLE, {pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE})
|
|
|
|
door_opened = false
|
|
end
|
|
|
|
end
|
|
|
|
-- Return the action interval to default interval of 1 second
|
|
-- By default, always freeze.
|
|
npc.add_action(self, npc.actions.cmd.SET_INTERVAL, {interval=1, freeze=true})
|
|
|
|
else
|
|
-- Unable to find path
|
|
npc.log("WARNING", "walk_to_pos Unable to find path. Teleporting to: "..minetest.pos_to_string(end_pos))
|
|
-- Check if movement is enforced
|
|
if enforce_move then
|
|
-- Move to end pos
|
|
self.object:moveto({x=end_pos.x, y=end_pos.y+1, z=end_pos.z})
|
|
end
|
|
end
|
|
end |