df56e44bbd
Places: Workplaces are now usable nodes. Plotmarkers around a building can be scanned and their information stored into current plotmarker. Slightly optimize plotmarker search. Occupations: Add test "priest" occupation definition. Fix lots of bugs in initialization code. Spawner: Add ability to determine occupation name out of surrounding workplaces. Assign occupation to spawned NPC using simple algorithm. Others: Reduce log noise a bit. Fix some warnings.
412 lines
15 KiB
Lua
412 lines
15 KiB
Lua
-- Occupations/jobs functionality by Zorman2000
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-----------------------------------------------
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-- Occupations functionality
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-- NPCs need an occupation or job in order to simulate being alive.
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-- This functionality is built on top of the schedules functionality.
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-- Occupations are essentially specific schedules, that can have slight
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-- random variations to provide diversity and make specific occupations
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-- less predictable. Occupations are associated with textures, dialogues,
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-- specific initial items, type of building (and surroundings) where NPC
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-- lives, etc.
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-- Example of an occupation: farmer
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-- The farmer will have to live in a farm, or just beside a field.
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-- It will have the following schedule:
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-- 6AM - get out of bed, walk to home inside, goes to chest, retrieves
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-- seeds and wander
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-- 7AM - goes out to the field and randomly start harvesting and planting
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-- crops that are already fully grown
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-- 12PM - gets a random but moderate (5-15) amount of seeds and harvested
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-- - crops. Goes into the house, stores 1/4 of the amount in a chest,
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-- - gets all currency items it has, and sits into a bench
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-- 1PM - goes outside the house and becomes trader, sells the remaining
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-- - seeds and crops
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-- 6PM - goes inside the house. Stores all currency items it has, all
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-- - remainin seeds and crops, and sits on a bench
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-- 8PM - gets out of the bench, wanders inside home
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-- 10PM - goes to bed
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-- Implementation:
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-- A function, npc.register_occupation(), will be provided to register an
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-- occupation that can be used to initialize NPCs. The format is the following:
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-- {
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-- dialogues = {
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-- type = "",
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-- -- The type can be "given", "mix" or "tags"
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-- data = {},
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-- -- Array of dialogue definitions. This will have dialogue
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-- -- if the type is either "mix" or "given"
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-- tags = {},
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-- -- Array of tags to search for. This will have tags
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-- -- if the type is either "mix" or "tags"
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--
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-- },
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-- textures = {},
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-- -- Textures are an array of textures, as usually given on
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-- -- an entity definition. If given, the NPC will be guaranteed
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-- -- to have one of the given textures. Also, ensure they have sex
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-- -- as well in the filename so they can be chosen appropriately.
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-- -- If left empty, it can spawn with any texture.
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-- building_types = {},
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-- -- An array of string where each string is the type of building
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-- -- where the NPC can spawn with this occupation.
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-- -- Example: building_type = {"farm", "house"}
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-- -- If left empty or nil, NPC can spawn in any building
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-- surrounding_building_types = {},
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-- -- An array of string where each string is the type of building
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-- -- that is an immediate neighbor of the NPC's home which can also
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-- -- be suitable for this occupation. Example, if NPC is farmer and
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-- -- spawns on house, then it has to be because there is a field
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-- -- nearby. If left empty or nil, surrounding buildings doesn't
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-- -- matter
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-- workplace_nodes = {},
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-- -- An array of string where each string is a node the NPC
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-- -- works with. These are useful for assigning workplaces and work
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-- -- work nodes.
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-- initial_inventory = {},
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-- -- An array of entries like the following:
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-- -- {name="", count=1} -- or
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-- -- {name="", random=true, min=1, max=10}
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-- -- This will initialize the inventory for the NPC with the given
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-- -- items and the specified count, or, a count between min and max
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-- -- when the entry contains random=true
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-- -- If left empty, it will initialize with random items.
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-- initial_trader_status = "",
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-- -- String that specifies initial trader value. Valid values are:
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-- -- "casual", "trader", "none"
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-- schedules_entries = {},
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-- -- This is a table of tables in the following format:
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-- -- {
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-- [1] = {[1] = action = npc.action.cmd.freeze, args={freeze=true}},
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-- [13] = {[1] = action = npc.action.cmd.freeze, args={freeze=false},
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-- [2] = action = npc.action.cmd.freeze, args={freeze=true}
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-- },
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-- [23] = {[1] = action=npc.action.cmd.freeze, args={freeze=false}}
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-- -- }
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-- -- The numbers, [1], [13] and [23] are the times when the entries
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-- -- corresponding to each are supposed to happen. The tables with
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-- -- [1], [1],[2] and [1] actions respectively are the entries that
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-- -- will happen at time 1, 13 and 23.
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-- }
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-- Public API
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npc.occupations = {}
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-- Private API
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local occupations = {}
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-- This array contains all the registered occupations.
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-- The key is the name of the occupation.
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npc.occupations.registered_occupations = {}
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-- Basic occupation name
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npc.occupations.basic_name = "default_basic"
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-- This is the basic occupation definition, this is for all NPCs that
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-- don't have a specific occupation. It serves as an example.
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npc.occupations.basic_def = {
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-- Use random textures
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textures = {},
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-- Use random dialogues
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dialogues = {},
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-- Initialize inventory with random items
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initial_inventory = {},
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-- Initialize schedule
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schedules_entries = {
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-- Schedule entry for 7 in the morning
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[7] = {
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-- Get out of bed
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[1] = {task = npc.actions.cmd.USE_BED, args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.GET_UP
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}
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},
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-- Walk to home inside
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[2] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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},
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chance = 75
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},
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-- Allow mobs_redo wandering
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 7 in the morning
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[8] = {
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-- Walk to outside of home
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[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
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walkable = {}
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},
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chance = 75
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},
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-- Allow mobs_redo wandering
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[2] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 12 midday
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[12] = {
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-- Walk to a sittable node
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[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = {place_type=npc.places.PLACE_TYPE.SITTABLE.PRIMARY, use_access_node=true},
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walkable = {"cottages:bench"}
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},
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chance = 75
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},
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-- Sit on the node
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[2] = {task = npc.actions.cmd.USE_SITTABLE, args = {
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pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
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action = npc.actions.const.sittable.SIT
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},
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depends = {1}
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},
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-- Stay put into place
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[3] = {action = npc.actions.cmd.SET_INTERVAL, args = {
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freeze = true,
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interval = 35
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},
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depends = {2}
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},
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[4] = {action = npc.actions.cmd.SET_INTERVAL, args = {
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freeze = true,
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interval = npc.actions.default_interval
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},
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depends = {3}
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},
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-- Get up from sit
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[5] = {action = npc.actions.cmd.USE_SITTABLE, args = {
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pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
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action = npc.actions.const.sittable.GET_UP
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},
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depends = {4}
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}
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},
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-- Schedule entry for 1 in the afternoon
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[13] = {
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-- Give NPC money to buy from player
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[1] = {property = npc.schedule_properties.put_multiple_items, args = {
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itemlist = {
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{name="default:iron_lump", random=true, min=2, max=4}
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}
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},
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chance = 75
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},
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-- Change trader status to "trader"
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[2] = {property = npc.schedule_properties.trader_status, args = {
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status = npc.trade.TRADER
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},
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chance = 75
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},
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[3] = {property = npc.schedule_properties.can_receive_gifts, args = {
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can_receive_gifts = false
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},
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depends = {1}
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},
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-- Allow mobs_redo wandering
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[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 6 in the evening
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[18] = {
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-- Change trader status to "none"
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[1] = {property = npc.schedule_properties.trader_status, args = {
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status = npc.trade.NONE
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}
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},
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-- Enable gift receiving again
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[2] = {property = npc.schedule_properties.can_receive_gifts, args = {
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can_receive_gifts = true
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}
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},
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-- Get inside home
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[3] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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}
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},
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-- Allow mobs_redo wandering
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[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 10 in the evening
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[22] = {
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[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
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walkable = {}
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}
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},
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-- Use bed
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[2] = {task = npc.actions.cmd.USE_BED, args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.LAY
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}
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},
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-- Stay put on bed
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
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}
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}
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}
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-- This function registers an occupation
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function npc.occupations.register_occupation(name, def)
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npc.occupations.registered_occupations[name] = def
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npc.log("INFO", "Successfully registered occupation with name: "..dump(name))
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end
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-- This function scans all registered occupations and filter them by
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-- building type and surrounding building type, returning an array
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-- of occupation names (strings)
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function npc.occupations.get_for_building(building_type, surrounding_building_types)
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local result = {}
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for name,def in pairs(npc.occupations.registered_occupations) do
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-- Check for empty or nil building types, in that case, any building
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if def.building_types == nil or def.building_types == {} then
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-- Empty building types, add to result
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table.insert(result, name)
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else
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-- Check if building type is contained in the def's building types
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if npc.utils.array_contains(def.building_types, building_type) then
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-- Check for empty or nil surrounding building types
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if def.surrounding_building_types == nil
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or def.surrounding_building_types == {} then
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-- Add this occupation
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table.insert(result, name)
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else
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-- Check if surround type is included in the def
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if npc.utils.array_is_subset_of_array(
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def.surrounding_building_types,
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surrounding_building_types)
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or npc.utils.array_is_subset_of_array(
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surrounding_building_types,
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def.surrounding_building_types)
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then
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-- Add this occupation
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table.insert(result, name)
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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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return result
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end
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-- This function will initialize entities values related to
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-- the occupation: textures, dialogues, inventory items and
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-- will set schedules accordingly.
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function npc.occupations.initialize_occupation_values(self, occupation_name)
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-- Get occupation definition
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local def = npc.occupations.registered_occupations[occupation_name]
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if not def then
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npc.log("WARNING", "No definition found for occupation name: "..dump(occupation_name))
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return
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end
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npc.log("INFO", "Overriding NPC values using occupation '"..dump(occupation_name).."' values")
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-- Initialize textures, else it will leave the current textures
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minetest.log("Texture entries: "..dump(table.getn(def.textures)))
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if def.textures and table.getn(def.textures) > 0 then
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self.selected_texture =
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npc.get_random_texture_from_array(self.sex, self.age, def.textures)
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-- Set texture if it found for sex and age
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-- If an array was returned, select a random texture from it
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if type(self.selected_texture) == "table" then
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local selected_texture = self.selected_texture[math.random(1, #self.selected_texture)]
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self.selected_texture = selected_texture
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end
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-- Set texture and base texture
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self.textures = {self.selected_texture}
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self.base_texture = {self.selected_texture }
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-- Assign sex based on texture
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self.sex = npc.assign_sex_from_texture(self)
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-- Refresh entity
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self.object:set_properties(self)
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end
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-- Initialize inventory
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if def.initial_inventory and table.getn(def.initial_inventory) > 0 then
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for i = 1, #def.initial_inventory do
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local item = def.initial_inventory[i]
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-- Check if item count is randomized
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if item.random and item.min and item.max then
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npc.add_item_to_inventory(self, item.name, math.random(item.min, item.max))
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else
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-- Add item with the given count
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npc.add_item_to_inventory(self, item.name, item.count)
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end
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end
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end
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-- Initialize dialogues
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if def.dialogues then
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local dialogue_keys = {}
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-- Check which type of dialogues we have
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if def.dialogues.type == "given" then
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-- We have been given the dialogues, so def.dialogues.data contains
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-- an array of dialogues
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for _, dialogue in pairs(def.dialogues.data) do
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-- Add to the dialogue tags the "occupation name"
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table.insert(dialogue.tags, occupation_name)
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-- Register dialogue
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npc.log("INFO", "Registering dialogue for occupation "..dump(occupation_name)..": "..dump(dialogue))
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local key = npc.dialogue.register_dialogue(dialogue)
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-- Add key to set of dialogue keys
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table.insert(dialogue_keys, key)
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end
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elseif def.dialogues.type == "mix" then
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-- We have been given the dialogues, so def.dialogues.data contains
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-- an array of dialogues and def.dialogues.tags contains an array of
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-- tags that we will use to search
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-- Register dialogues
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for _, dialogue in pairs(def.dialogues.data) do
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-- Add to the dialogue tags the "occupation name"
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table.insert(dialogue.tags, occupation_name)
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-- Register dialogue
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local key = npc.dialogue.register_dialogue(dialogue)
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-- Add key to set of dialogue keys
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table.insert(dialogue_keys, key)
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end
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-- Find dialogues using tags
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local dialogues = npc.search_dialogue_by_tags(def.dialogues.tags, true)
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-- Add keys to set of dialogue keys
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for _, key in pairs(npc.utils.get_map_keys(dialogues)) do
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table.insert(dialogue_keys, key)
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end
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elseif def.dialogues.type == "tags" then
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-- We need to find the dialogues from tags. def.dialogues.tags contains
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-- an array of tags that we will use to search.
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local dialogues = npc.search_dialogue_by_tags(def.dialogues.tags, true)
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-- Add keys to set of dialogue keys
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dialogue_keys = npc.utils.get_map_keys(dialogues)
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end
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-- Add dialogues to NPC
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-- Check if there is a max of dialogues to be added
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local max_dialogue_count = npc.dialogue.MAX_DIALOGUES
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if def.dialogues.max_count and def.max_dialogue_count > 0 then
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max_dialogue_count = def.dialogues.max_count
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end
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-- Add dialogues to the normal dialogues for NPC
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self.dialogues.normal = dialogue_keys
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-- for i = 1, max_dialogue_count do
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-- self.dialogues.normal[i] = dialogue_keys[i]
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-- end
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end
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-- Initialize trader status
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if def.initial_trader_status then
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self.trader_data.trader_status = def.initial_trader_status
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end
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-- Initialize schedule entries
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if def.schedules_entries and table.getn(npc.utils.get_map_keys(def.schedules_entries)) > 0 then
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-- Create schedule in NPC
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npc.create_schedule(self, npc.schedule_types.generic, 0)
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-- Traverse schedules
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for time, entries in pairs(def.schedules_entries) do
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-- Add schedule entry for each time
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npc.add_schedule_entry(self, npc.schedule_types.generic, 0, time, nil, entries)
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end
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end
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npc.log("INFO", "Successfully initialized NPC with occupation values")
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end
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