advanced_npc/backup/actions-old.lua.bkp
zorman2000 554fde4643 Adds pathfinding library Jumper by Ronald Yonaba. This includes an implementation of the A* pathfinding algorithm which makes NPC now always get to their goal node.
Pathfinding: Adds functions that allows to map the Minetest 3D map to a 2D array to use by the pathfinding algorithm.
Actions: Use new code for find_path function. Improves door opening while walking on paths, and also now close them. Cottages fence gates and doors are also now supported in addition to the default doors and gates.
Changes to the Readme and the License.
2017-01-06 07:57:42 -05:00

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-- Actions code for Advanced NPC by Zorman2000
---------------------------------------------------------------------------------------
-- Action functionality
---------------------------------------------------------------------------------------
-- The NPCs will be able to perform five fundamental actions that will allow
-- for them to perform any other kind of interaction in the world. These
-- fundamental actions are: place a node, dig a node, put items on an inventory,
-- take items from an inventory, find a node closeby (radius 3) and
-- walk a step on specific direction. These actions will be set on an action queue.
-- The queue will have the specific steps, in order, for the NPC to be able to do
-- something (example, go to a specific place and put a chest there). The
-- fundamental actions are added to the action queue to make a complete task for the NPC.
npc.actions = {}
function npc.actions.rotate(args)
local self = args.self
local dir = args.dir
local yaw = 0
self.rotate = 0
if dir == npc.direction.north then
yaw = 0
elseif dir == npc.direction.east then
yaw = (3 * math.pi) / 2
elseif dir == npc.direction.south then
yaw = math.pi
elseif dir == npc.direction.west then
yaw = math.pi / 2
end
self.object:setyaw(yaw)
end
-- This function will make the NPC walk one step on a
-- specifc direction. One step means one node. It returns
-- true if it can move on that direction, and false if there is an obstacle
function npc.actions.walk_step(args)
local self = args.self
local dir = args.dir
local vel = {}
if dir == npc.direction.north then
vel = {x=0, y=0, z=1}
elseif dir == npc.direction.east then
vel = {x=1, y=0, z=0}
elseif dir == npc.direction.south then
vel = {x=0, y=0, z=-1}
elseif dir == npc.direction.west then
vel = {x=-1, y=0, z=0}
end
set_animation(self, "walk")
npc.actions.rotate({self=self, dir=dir})
self.object:setvelocity(vel)
end
-- This action makes the NPC stand and remain like that
function npc.actions.stand(args)
local self = args.self
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- Set stand animation
set_animation(self, "stand")
end
-- This action makes the NPC sit on the node where it is
function npc.actions.sit(args)
local self = args.self
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- Set sit animation
self.object:set_animation({
x = npc.ANIMATION_SIT_START,
y = npc.ANIMATION_SIT_END},
self.animation.speed_normal, 0)
end
-- This action makes the NPC lay on the node where it is
function npc.actions.lay(args)
local self = args.self
-- Stop NPC
self.object:setvelocity({x=0, y=0, z=0})
-- Set sit animation
self.object:set_animation({
x = npc.ANIMATION_LAY_START,
y = npc.ANIMATION_LAY_END},
self.animation.speed_normal, 0)
end
-- Inventory functions for players and for nodes
-- This function is a convenience function to make it easy to put
-- and get items from another inventory (be it a player inv or
-- a node inv)
function npc.actions.put_item_on_external_inventory(args)
local self = args.self
local player = args.player
local pos = args.pos
local inv_list = args.inv_list
local item_name = args.item_name
local count = args.count
local is_furnace = args.is_furnace
local inv
if player ~= nil then
inv = minetest.get_inventory({type="player", name=player})
else
inv = minetest.get_inventory({type="node", pos=pos})
end
-- Create ItemStack to put on external inventory
local item = ItemStack(item_name.." "..count)
-- Check if there is enough room to add the item on external invenotry
if inv:room_for_item(inv_list, item) then
-- Take item from NPC's inventory
if npc.take_item_from_inventory_itemstring(self, item) then
-- NPC doesn't have item and/or specified quantity
return false
end
-- Add items to external inventory
inv:add_item(inv_list, item)
-- If this is a furnace, start furnace timer
if is_furnace == true then
minetest.get_node_timer(pos):start(1.0)
end
return true
end
-- Not able to put on external inventory
return false
end
function npc.actions.take_item_from_external_inventory(args)
local self = args.self
local player = args.player
local pos = args.pos
local inv_list = args.inv_list
local item_name = args.item_name
local count = args.count
local inv
if player ~= nil then
inv = minetest.get_inventory({type="player", name=player})
else
inv = minetest.get_inventory({type="node", pos})
end
-- Create ItemSTack to take from external inventory
local item = ItemStack(item_name.." "..count)
-- Check if there is enough of the item to take
if inv:contains_item(inv_list, item) then
-- Add item to NPC's inventory
npc.add_item_to_inventory_itemstring(self, item)
-- Add items to external inventory
inv:remove_item(inv_list, item)
return true
end
-- Not able to put on external inventory
return false
end
---------------------------------------------------------------------------------------
-- 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, opening/closing doors, etc. are provided here.
-- This function allows a NPC to use a furnace using only items from
-- its own inventory. Fuel is not provided. Once the furnace is finished
-- with the fuel items the NPC will take whatever was cooked and whatever
-- remained to cook. The function received the position of the furnace
-- to use, and the item to cook in furnace. Item is an itemstring
function npc.actions.use_furnace(self, pos, item)
-- Check if any item in the NPC inventory serve as fuel
-- For now, just use some specific items as fuel
local fuels = {"default:leaves", "default:tree"}
-- Check if NPC has a fuel item
for i = 1,2 do
local fuel_item = npc.inventory_contains(self, fuels[i])
local src_item = npc.inventory_contains(self, item)
if fuel_item ~= nil and src_item ~= nil then
-- Put this item on the fuel inventory list of the furnace
local args = {
self = self,
player = nil,
pos = pos,
inv_list = "fuel",
item_name = npc.get_item_name(fuel_item.item_string),
count = npc.get_item_count(fuel_item.item_string)
}
minetest.log("Adding fuel action")
npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
-- Put the item that we want to cook on the furnace
args = {
self = self,
player = nil,
pos = pos,
inv_list = "src",
item_name = npc.get_item_name(src_item.item_string),
count = npc.get_item_count(src_item.item_string),
is_furnace = true
}
minetest.log("Adding src action")
npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
return true
end
end
-- Couldn't use the furnace due to lack of items
return false
end
function npc.actions.walk_to_pos(self, end_pos)
local start_pos = self.object:getpos()
minetest.log("Starting pos: "..dump(start_pos))
-- Use Minetest built-in pathfinding algorithm, A*
local path = npc.actions.find_path({x=start_pos.x, y=start_pos.y-1, z=start_pos.z}, end_pos)
if path ~= nil then
minetest.log("Found path to node: "..dump(end_pos))
for i = 1, #path do
minetest.log("Path: (i) "..dump(path[i])..": Path i+1 "..dump(path[i+1]))
local dir = npc.actions.get_direction(path[i].pos, path[i+1].pos)
-- Add walk action to action queue
npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
if i+1 == #path then
break
end
end
end
-- Add stand animation at end
npc.add_action(self, npc.actions.stand, {self = self})
end
local function vector_add(p1, p2)
return {x=p1.x+p2.x, y=p1.y+p2.y, z=p1.z+p2.z}
end
local function vector_diff(p1, p2)
return {x=p1.x-p2.x, y=p1.y-p2.y, z=p1.z-p2.z}
end
local function vector_opposite(v)
return vector.multiply(v, -1)
end
local function get_unit_dir_vector_based_on_diff(v)
if math.abs(v.x) > math.abs(v.z) then
return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0}
elseif math.abs(v.z) > math.abs(v.x) then
return {x=0, y=0, z=(v.z/math.abs(v.z)) * -1}
elseif math.abs(v.x) == math.abs(v.z) then
return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0}
end
end
function npc.actions.get_direction(v1, v2)
local dir = vector.subtract(v2, v1)
if dir.x ~= 0 then
if dir.x > 0 then
return npc.direction.east
else
return npc.direction.west
end
elseif dir.z ~= 0 then
if dir.z > 0 then
return npc.direction.north
else
return npc.direction.south
end
end
end
DIFF_LIMIT = 125
-- Finds paths ignoring vertical obstacles
-- This function is recursive and attempts to move all the time on
-- the direction that will definetely lead to the end position.
local function find_path_recursive(start_pos, end_pos, path_nodes, last_dir, last_good_dir)
minetest.log("Start pos: "..dump(start_pos))
-- Find difference. The purpose of this is to weigh movement, attempting
-- the largest difference first, or both if equal.
local diff = vector_diff(start_pos, end_pos)
minetest.log("Difference: "..dump(diff))
-- End if difference is larger than max difference possible (limit)
if math.abs(diff.x) > DIFF_LIMIT or math.abs(diff.z) > DIFF_LIMIT then
-- Cannot find feasable path
return nil
end
-- Determine direction to move
local dir_vector = get_unit_dir_vector_based_on_diff(diff)
minetest.log("Direction vector: "..dump(dir_vector))
if last_good_dir ~= nil then
dir_vector = last_good_dir
end
-- Get next position based on direction
local next_pos = vector_add(start_pos, dir_vector)
minetest.log("Next pos: "..dump(next_pos))
-- Check if next_pos is actually within one block from the
-- expected position. If so, finish
local diff_to_end = vector_diff(next_pos, end_pos)
if math.abs(diff_to_end.x) < 1 and math.abs(diff_to_end.y) < 1 and math.abs(diff_to_end.z) < 1 then
minetest.log("Diff to end: "..dump(diff_to_end))
table.insert(path_nodes, {pos=next_pos, type="E"})
minetest.log("Found path to end.")
return path_nodes
end
-- Check if movement is possible on the calculated direction
local next_node = minetest.get_node(next_pos)
-- If direction vector is opposite to the last dir, then do not attempt to walk into it
minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
local attempted_to_go_opposite = false
if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
attempted_to_go_opposite = true
minetest.log("Last dir: "..dump(last_dir))
minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
end
if minetest.registered_nodes[next_node.name].walkable == false
and (not attempted_to_go_opposite) then
table.insert(path_nodes, {pos=next_pos, type="W"})
return find_path_recursive(next_pos, end_pos, path_nodes, nil, nil)
else
minetest.log("------------ Second attempt ------------")
-- If not walkable, attempt turn into the other coordinate
-- Store last good direction to retry at all times
minetest.log("Last known good dir: "..dump(last_good_dir))
local step = 0
if last_good_dir == nil then
last_good_dir = dir_vector
if dir_vector.x == 0 then
minetest.log("Choosing x direction")
step = diff.x/math.abs(diff.x) * -1
if diff.x == 0 then
if last_dir ~= nil then
step = last_dir.x
else
-- Set a default step to avoid locks
step = 1
end
end
dir_vector = {x = step, y = 0, z = 0}
elseif dir_vector.z == 0 then
minetest.log("Choosing z direction")
step = diff.z/math.abs(diff.z) * -1
minetest.log("Step: "..dump(step)..". Diff: "..dump(diff))
minetest.log("Last dir: ".. dump(last_dir))
if diff.z == 0 then
if last_dir ~= nil then
step = last_dir.z
else
-- Set a default step to avoid locks
step = 1
end
end
dir_vector = {x = 0, y = 0, z = step}
end
minetest.log("Re-calculated dir vector: "..dump(dir_vector))
next_pos = vector.add(start_pos, dir_vector)
else
dir_vector = last_good_dir
if dir_vector.x == 0 then
minetest.log("Moving into x direction")
step = last_dir.x
elseif dir_vector.z == 0 then
minetest.log("Moving into z direction")
step = last_dir.z
end
dir_vector = last_dir
next_pos = vector.add(start_pos, dir_vector)
end
-- if dir_vector.x == 0 then
-- minetest.log("Moving into x direction")
-- local step = diff.x/math.abs(diff.x) * -1
-- if diff.x == 0 then
-- -- If the difference for x with end position is zero, then try
-- -- to move in the last known direction
-- if last_dir ~= nil then
-- step = last_dir.x
-- end
-- end
-- next_pos = {x = start_pos.x + step, y = start_pos.y, z = start_pos.z}
-- dir_vector = {x = step, y = 0, z = 0}
-- elseif dir_vector.z == 0 then
-- minetest.log("Moving into z direction")
-- local step = diff.z/math.abs(diff.z) * -1
-- if diff.z == 0 then
-- -- If the difference for z with end position is zero, then try
-- -- to move in the last known direction
-- if last_dir ~= nil then
-- step = last_dir.z
-- end
-- end
-- next_pos = {x = start_pos.x, y = start_pos.y, z = start_pos.z + step}
-- dir_vector = {x = 0, y = 0, z = step}
-- end
minetest.log("Next calculated position: "..dump(next_pos))
-- Check if new node is walkable
next_node = minetest.get_node(next_pos)
minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
attempted_to_go_opposite = true
minetest.log("Last dir: "..dump(last_dir))
minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
end
if minetest.registered_nodes[next_node.name].walkable == false then
table.insert(path_nodes, {pos=next_pos, type="W"})
return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir)
else
last_good_dir = dir_vector
minetest.log("------------ Third attempt ------------")
-- If not walkable, then try the next node
if dir_vector.x ~= 0 then
minetest.log("Move into opposite z dir")
dir_vector = get_unit_dir_vector_based_on_diff(start_pos, diff)
vector.multiply(dir_vector, -1)
elseif dir_vector.z ~= 0 then
minetest.log("Move into opposite x dir")
dir_vector = get_unit_dir_vector_based_on_diff(start_pos, diff)
vector.multiply(dir_vector, -1)
end
minetest.log("New direction: "..dump(dir_vector))
next_pos = vector_add(start_pos, dir_vector)
minetest.log("New next_pos: "..dump(next_pos))
next_node = minetest.get_node(next_pos)
minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
-- if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
-- attempted_to_go_opposite = true
-- minetest.log("Last dir: "..dump(last_dir))
-- minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
-- end
if minetest.registered_nodes[next_node.name].walkable == false then
--and (not attempted_to_go_opposite) then
table.insert(path_nodes, {pos=next_pos, type="W"})
return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir)
else
--return back, opposite of last dir. For now return nil as this code is not
-- good
return nil
-- minetest.log("Have to go back")
-- local return_dir = vector_opposite(last_dir)
-- -- If it is returning back already, continue on that direction
-- if attempted_to_go_opposite then
-- return_dir = last_dir
-- end
-- minetest.log("Opposite dir: "..dump(return_dir))
-- next_pos = vector_add(start_pos, return_dir)
-- minetest.log("Calculated pos: "..dump(next_pos))
-- return find_path(next_pos, end_pos, return_dir)
end
end
end
end
function npc.actions.find_path(start_pos, end_pos)
return find_path_recursive(start_pos, end_pos, {}, nil, nil)
end