advanced_npc/actions/actions.lua
Hector Franqui 8a5e80e2cb Places: Allow finding alternative nodes when nodes are being used.
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.
2017-10-05 18:53:46 -04:00

1177 lines
38 KiB
Lua

-- Actions code for Advanced NPC by Zorman2000
---------------------------------------------------------------------------------------
-- Action functionality
---------------------------------------------------------------------------------------
-- The NPCs will be able to perform six fundamental actions that will allow
-- for them to perform any other kind of interaction in the world. These
-- fundamental actions are: place a node, dig a node, put items on an inventory,
-- take items from an inventory, find a node closeby (radius 3) and
-- walk a step on specific direction. These actions will be set on an action queue.
-- The queue will have the specific steps, in order, for the NPC to be able to do
-- something (example, go to a specific place and put a chest there). The
-- fundamental actions are added to the action queue to make a complete task for the NPC.
npc.actions = {}
npc.actions.default_interval = 1
npc.actions.dir_data = {
-- North
[0] = {
yaw = 0,
vel = {x=0, y=0, z=1}
},
-- East
[1] = {
yaw = (3 * math.pi) / 2,
vel = {x=1, y=0, z=0}
},
-- South
[2] = {
yaw = math.pi,
vel = {x=0, y=0, z=-1}
},
-- West
[3] = {
yaw = math.pi / 2,
vel = {x=-1, y=0, z=0}
},
-- North east
[4] = {
yaw = (7 * math.pi) / 4,
vel = {x=1, y=0, z=1}
},
-- North west
[5] = {
yaw = math.pi / 4,
vel = {x=-1, y=0, z=1}
},
-- South east
[6] = {
yaw = (5 * math.pi) / 4,
vel = {x=1, y=0, z=-1}
},
-- South west
[7] = {
yaw = (3 * math.pi) / 4,
vel = {x=-1, y=0, z=-1}
}
}
-- Describes actions with doors or openable nodes
npc.actions.const = {
doors = {
action = {
OPEN = 1,
CLOSE = 2
},
state = {
OPEN = 1,
CLOSED = 2
}
},
beds = {
LAY = 1,
GET_UP = 2
},
sittable = {
SIT = 1,
GET_UP = 2
}
}
npc.actions.cmd = {
SET_INTERVAL = 0,
FREEZE = 1,
ROTATE = 2,
WALK_STEP = 3,
STAND = 4,
SIT = 5,
LAY = 6,
PUT_ITEM = 7,
TAKE_ITEM = 8,
CHECK_ITEM = 9,
USE_OPENABLE = 10,
USE_FURNACE = 11,
USE_BED = 12,
USE_SITTABLE = 13,
WALK_TO_POS = 14,
DIG = 15,
PLACE = 16
}
--npc.actions.one_nps_speed = 0.98
--npc.actions.one_half_nps_speed = 1.40
--npc.actions.two_nps_speed = 1.90'
npc.actions.one_nps_speed = 1
npc.actions.one_half_nps_speed = 1.5
npc.actions.two_nps_speed = 2
npc.actions.take_from_inventory = "take_from_inventory"
npc.actions.take_from_inventory_forced = "take_from_inventory_forced"
npc.actions.force_place = "force_place"
--------------
-- Executor --
--------------
-- Function references aren't reliable in Minetest entities. Objects get serialized
-- and deserialized, as well as loaded and unloaded frequently which causes many
-- function references to be lost and then crashes occurs due to nil variables.
-- Using constants to refer to each method of this API and a function that
-- understands those constants and executes the proper function is the way to avoid
-- this frequent crashes.
function npc.actions.execute(self, command, args)
if command == npc.actions.cmd.SET_INTERVAL then
--
return npc.actions.set_interval(self, args)
elseif command == npc.actions.cmd.FREEZE then
--
return npc.actions.freeze(self, args)
elseif command == npc.actions.cmd.ROTATE then
--
return npc.actions.rotate(self, args)
elseif command == npc.actions.cmd.WALK_STEP then
--
return npc.actions.walk_step(self, args)
elseif command == npc.actions.cmd.STAND then
--
return npc.actions.stand(self, args)
elseif command == npc.actions.cmd.SIT then
--
return npc.actions.sit(self, args)
elseif command == npc.actions.cmd.LAY then
--
return npc.actions.lay(self, args)
elseif command == npc.actions.cmd.PUT_ITEM then
--
return npc.actions.put_item_on_external_inventory(self, args)
elseif command == npc.actions.cmd.TAKE_ITEM then
--
return npc.actions.take_item_from_external_inventory(self, args)
elseif command == npc.actions.cmd.CHECK_ITEM then
--
return npc.actions.check_external_inventory_contains_item(self, args)
elseif command == npc.actions.cmd.USE_OPENABLE then
--
return npc.actions.use_openable(self, args)
elseif command == npc.actions.cmd.USE_FURNACE then
--
return npc.actions.use_furnace(self, args)
elseif command == npc.actions.cmd.USE_BED then
--
return npc.actions.use_bed(self, args)
elseif command == npc.actions.cmd.USE_SITTABLE then
-- Call use sittable task
return npc.actions.use_sittable(self, args)
elseif command == npc.actions.cmd.WALK_TO_POS then
-- Call walk to position task
--minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
return npc.actions.walk_to_pos(self, args)
elseif command == npc.actions.cmd.DIG then
-- Call dig node action
return npc.actions.dig(self, args)
elseif command == npc.actions.cmd.PLACE then
-- Call place node action
return npc.actions.place(self, args)
end
end
-- TODO: Thanks to executor function, all the functions for Actions and Tasks
-- should be made into private API
---------------------------------------------------------------------------------------
-- Actions
---------------------------------------------------------------------------------------
-- The following action alters the timer interval for executing actions, therefore
-- making waits and pauses possible, or increase timing when some actions want to
-- be performed faster, like walking.
function npc.actions.set_interval(self, args)
local self_actions = args.self_actions
local new_interval = args.interval
local freeze_mobs_api = args.freeze
self.actions.action_interval = new_interval
return not freeze_mobs_api
end
-- The following action is for allowing the rest of mobs redo API to be executed
-- after this action ends. This is useful for times when no action is needed
-- and the NPC is allowed to roam freely.
function npc.actions.freeze(self, args)
local freeze_mobs_api = args.freeze
--minetest.log("Received: "..dump(freeze_mobs_api))
--minetest.log("Returning: "..dump(not(freeze_mobs_api)))
return not(freeze_mobs_api)
end
-- This action digs the node at the given position
-- If 'add_to_inventory' is true, it will put the digged node in the NPC
-- inventory.
-- Returns true if dig is successful, otherwise false
function npc.actions.dig(self, args)
local pos = args.pos
local add_to_inventory = args.add_to_inventory
local bypass_protection = args.bypass_protection
local play_sound = args.play_sound or true
local node = minetest.get_node_or_nil(pos)
if node then
-- Set mine animation
self.object:set_animation({
x = npc.ANIMATION_MINE_START,
y = npc.ANIMATION_MINE_END},
self.animation.speed_normal, 0)
-- Play dig sound
if play_sound == true then
minetest.sound_play(
minetest.registered_nodes[node.name].sounds.dug,
{
max_hear_distance = 10,
object = self.object
}
)
end
-- Check if protection not enforced
if not bypass_protection then
-- Try to dig node
if minetest.dig_node(pos) then
-- Add to inventory the node drops
if add_to_inventory then
-- Get node drop
local drop = minetest.registered_nodes[node.name].drop
local drop_itemname = node.name
if drop and drop.items then
local random_item = drop.items[math.random(1, #drop.items)]
if random_item then
drop_itemname = random_item.items[1]
end
end
-- Add to NPC inventory
npc.add_item_to_inventory(self, drop_itemname, 1)
end
--return true
return
end
else
-- Add to inventory
if add_to_inventory then
-- Get node drop
local drop = minetest.registered_nodes[node.name].drop
local drop_itemname = node.name
if drop and drop.items then
local random_item = drop.items[math.random(1, #drop.items)]
if random_item then
drop_itemname = random_item.items[1]
end
end
-- Add to NPC inventory
npc.add_item_to_inventory(self, drop_itemname, 1)
end
-- Dig node
minetest.set_node(pos, {name="air"})
end
end
--return false
end
-- This action places a given node at the given position
-- There are three ways to source the node:
-- 1. take_from_inventory: takes node from inventory. If not in inventory,
-- node isn't placed.
-- 2. take_from_inventory_forced: takes node from inventory. If not in
-- inventory, node will be placed anyways.
-- 3. force_place: places node regardless of inventory - will not touch
-- the NPCs inventory
function npc.actions.place(self, args)
local pos = args.pos
local node = args.node
local source = args.source
local bypass_protection = args.bypass_protection
local play_sound = args.play_sound or true
local node_at_pos = minetest.get_node_or_nil(pos)
-- Check if position is empty or has a node that can be built to
if node_at_pos and
(node_at_pos.name == "air" or minetest.registered_nodes[node_at_pos.name].buildable_to == true) then
-- Check protection
if (not bypass_protection and not minetest.is_protected(pos, self.npc_name))
or bypass_protection == true then
-- Take from inventory if necessary
local place_item = false
if source == npc.actions.take_from_inventory then
if npc.take_item_from_inventory(self, node, 1) then
place_item = true
end
elseif source == npc.actions.take_from_inventory_forced then
npc.take_item_from_inventory(self, node, 1)
place_item = true
elseif source == npc.actions.force_place then
place_item = true
end
-- Place node
if place_item == true then
-- Set mine animation
self.object:set_animation({
x = npc.ANIMATION_MINE_START,
y = npc.ANIMATION_MINE_END},
self.animation.speed_normal, 0)
-- Place node
minetest.set_node(pos, {name=node})
-- Play place sound
if play_sound == true then
minetest.sound_play(
minetest.registered_nodes[node].sounds.place,
{
max_hear_distance = 10,
object = self.object
}
)
end
end
end
end
end
-- This function allows to move into directions that are walkable. It
-- avoids fences and allows to move on plants.
-- This will make for nice wanderings, making the NPC move smartly instead
-- of just getting stuck at places
local function random_dir_helper(start_pos, speed, dir_start, dir_end)
-- Limit the number of tries - otherwise it could become an infinite loop
for i = 1, 8 do
local dir = math.random(dir_start, dir_end)
local vel = vector.multiply(npc.actions.dir_data[dir].vel, speed)
local pos = vector.add(start_pos, vel)
local node = minetest.get_node(pos)
if node then
if node.name == "air"
-- Any walkable node except fences
or (minetest.registered_nodes[node.name].walkable == true
and minetest.registered_nodes[node.name].groups.fence ~= 1)
-- Farming plants
or minetest.registered_nodes[node.name].groups.plant == 1 then
return dir
end
end
end
-- Return -1 signaling that no good direction could be found
return -1
end
-- This action is to rotate to mob to a specifc direction. Currently, the code
-- contains also for diagonals, but remaining in the orthogonal domain is preferrable.
function npc.actions.rotate(self, args)
local dir = args.dir
local start_pos = args.start_pos
local end_pos = args.end_pos
-- Calculate dir if positions are given
if start_pos and end_pos and not dir then
dir = npc.actions.get_direction(start_pos, end_pos)
end
local yaw = 0
self.rotate = 0
if dir == npc.direction.north then
yaw = 0
elseif dir == npc.direction.north_east then
yaw = (7 * math.pi) / 4
elseif dir == npc.direction.east then
yaw = (3 * math.pi) / 2
elseif dir == npc.direction.south_east then
yaw = (5 * math.pi) / 4
elseif dir == npc.direction.south then
yaw = math.pi
elseif dir == npc.direction.south_west then
yaw = (3 * math.pi) / 4
elseif dir == npc.direction.west then
yaw = math.pi / 2
elseif dir == npc.direction.north_west then
yaw = math.pi / 4
end
self.object:setyaw(yaw)
end
-- This function will make the NPC walk one step on a
-- specifc direction. One step means one node. It returns
-- true if it can move on that direction, and false if there is an obstacle
function npc.actions.walk_step(self, args)
local dir = args.dir
local step_into_air_only = args.step_into_air_only
local speed = args.speed
local target_pos = args.target_pos
local start_pos = args.start_pos
local vel = {}
-- Set default node per seconds
if speed == nil then
speed = npc.actions.one_nps_speed
end
-- Check if dir should be random
if dir == "random_all" or dir == "random" then
dir = random_dir_helper(start_pos, speed, 0, 7)
end
if dir == "random_orthogonal" then
dir = random_dir_helper(start_pos, speed, 0, 3)
end
if dir == npc.direction.north then
vel = {x=0, y=0, z=speed}
elseif dir == npc.direction.north_east then
vel = {x=speed, y=0, z=speed}
elseif dir == npc.direction.east then
vel = {x=speed, y=0, z=0}
elseif dir == npc.direction.south_east then
vel = {x=speed, y=0, z=-speed}
elseif dir == npc.direction.south then
vel = {x=0, y=0, z=-speed}
elseif dir == npc.direction.south_west then
vel = {x=-speed, y=0, z=-speed}
elseif dir == npc.direction.west then
vel = {x=-speed, y=0, z=0}
elseif dir == npc.direction.north_west then
vel = {x=-speed, y=0, z=speed }
else
-- No direction provided or NPC is trapped, don't move NPC
vel = {x=0, y=0, z=0}
end
-- If there is a target position to reach, set it and set walking to true
if target_pos ~= nil then
self.actions.walking.target_pos = target_pos
-- Set is_walking = true
self.actions.walking.is_walking = true
end
-- Rotate NPC
npc.actions.rotate(self, {dir=dir})
-- Set velocity so that NPC walks
self.object:setvelocity(vel)
-- Set walk animation
self.object:set_animation({
x = npc.ANIMATION_WALK_START,
y = npc.ANIMATION_WALK_END},
self.animation.speed_normal, 0)
end
-- This action makes the NPC stand and remain like that
function npc.actions.stand(self, args)
local pos = args.pos
local dir = args.dir
-- Set is_walking = false
self.actions.walking.is_walking = false
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- If position given, set to that position
if pos ~= nil then
self.object:moveto(pos)
end
-- If dir given, set to that dir
if dir ~= nil then
npc.actions.rotate(self, {dir=dir})
end
-- Set stand animation
self.object:set_animation({
x = npc.ANIMATION_STAND_START,
y = npc.ANIMATION_STAND_END},
self.animation.speed_normal, 0)
end
-- This action makes the NPC sit on the node where it is
function npc.actions.sit(self, args)
local pos = args.pos
local dir = args.dir
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- If position given, set to that position
if pos ~= nil then
self.object:moveto(pos)
end
-- If dir given, set to that dir
if dir ~= nil then
npc.actions.rotate(self, {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