advanced_npc/actions/actions.lua

1591 lines
62 KiB
Lua

-- Commands API code for Advanced NPC by Zorman2000
---------------------------------------------------------------------------------------
-- Commands API functionality
---------------------------------------------------------------------------------------
--
-- Description:
------------------------------------------------------------------------------------------
-- The Commands API is a Bash Script-like execution environment for Minetest entities.
-- There are the following fundamental constructs:
-- - commands: execute a specific action (e.g. dig a node, search for nodes, etc.)
-- - variables: stores information temporarily (e.g. results of node search)
-- - control statements: if/else and loops
--
-- All of these is done using the Lua programming language, and a few custom
-- expressions where Lua can't help.
--
-- The fundamental concept is to use the three constructs together in the form of
-- a script to allow NPCs (and any Minetest entity) to perform complex actions,
-- like walking from one place to the other, operating furnaces, etc. In this sense,
-- this "commands" API can be considered a domain-specific language (DSL), that is
-- defined using Lua language structures.
--
-- Basic definitions:
------------------------------------------------------------------------------------------
-- A `variable` is any value that can be accessed using a specific key, or name.
-- In the context of the commands API, there is an `execution` context where
-- variables can be stored into, read and deleted from. The execution context
-- is nothing but a map of key-value pairs, with the key being the variable name.
-- Some rules regarding variables:
-- - A variable can be read-write or read-only. Read-only variables cannot be
-- updated, but can be deleted.
-- - A variable cannot be overwritten by another variable of the same name.
-- - The scope of variables is global *within* a script. The execution context
-- is cleared after a script finishes executing. For more info about scripts,
-- see below.
-- - The Lua entity variables, referring to any `self.*` value isn't available
-- as a variable. This is to keep the NPC integrity from a security perspective.
-- However, as some values are very useful and often needed (such as
-- `self.object:getpos()`), some variables are exposed. These are referred to
-- as *internal* variables. They are read-only.
--
-- A 'command' is a Lua function, with only two parameters: `self`, the Lua entity,
-- and `args`, a Lua table containing all arguments required for the command. The
-- control statements (if/else, loop) and variable set/read are defined as commands
-- as well. The arguments are not strictly controlled, with the following exceptions:
-- - A `variable expression string` is special string that allows a variable
-- to be passed as an argument to a command. The reason why a function can't
-- be used for this is because the execution context, where variables are
-- stored, lives in the entity itself (the `self` object), to which there's no
-- access when a script is defined as a Lua array.
-- The special string has a specific format: "<var_type>:<var_key>" where the
-- accepted values for `<var_type>` are:
-- - `var`, referring to a variable from the execution context, and,
-- - `ivar`, referring to an internal variable (an exposed self.* variable)
-- - A `function expression table` is a Lua table that contains a executable
-- Lua function and the arguments to be executed. The function is executed
-- at the proper moment when passed as an argument to a command, instead of
-- executing immediately while defining a script.
-- The function expression table has the following format:
-- {
-- func: <Lua function>,
-- args: <Lua table of arguments for the function>
-- }
-- - A `boolean expression table` is a Lua table that is reconstructed into a
-- Lua boolean expression. The reason for this to exist is similar to the
-- above explanation, and is that, at the moment a script is defined as a
-- Lua array, any function or variable passed as a boolean expression will
-- evaluate, making the value effectively a constant. That would render
-- loops and if/else statements useless.
-- The boolean expression table has the following format:
-- {
-- left_side: <any_value|function expression table|variable expression string>,
-- operator: <string>,
-- right_side: <any value|function expression table|variable expression string>,
-- }
-- `operator` and `right_side` are optional: a single function in `left_side` is
-- enough as long as it evaluates to a `boolean` value. The `operator` argument
-- accepts the following values:
-- - `equals`
-- - `not_equals`
-- - `greater_than`
-- - `greater_than_equals`
-- - `less_than`
-- - `less_than_equals`
-- `right_side` is required if `operator` is defined.
--
-- A `script` is an ordered sequence of commands to be executed, and is defined
-- using a Lua array, where each element is a Lua function corresponding to a
-- command. Scripts are intended to be implemented by users of the API, and as
-- such it is possible to register a script for other mods to use. For example,
-- a script can be used by a mod that creates a music player node so that NPCs
-- can also be able to use it.
-- Scripts can also be executed at certain times during a Minetest day thanks
-- to the schedules functionality.
--
-- Execution:
------------------------------------------------------------------------------------------
-- The execution of commands is performed on a timer basis, per NPC, with a default
-- interval value of one second. This interval can be changed by a command itself,
-- however it is the recommended interval is one second to avoid lag caused by many NPCs
-- executing commands.
-- Commands has to be enqueued in order to execute. Enqueuing commands directly isn't
-- recommended, and instead it should be done through a script. Nonetheless, the API
-- for enqueuing commands and scripts is the following:
-- - npc.enqueue_command(command_name, args)
-- - npc.enqueue_script(script_name, args)
--
-- The control statement commands (if/else, loops) and variable set/read commands
-- will execute the next command in queue immediately after finishing instead of
-- waiting for the timer interval.
--
-- There is an `execution context` which contains all the variables that are defined
-- using the variable set commands. Also, it contains values specific to the loops,
-- like the number of times it has executed. The execution context lives in the NPC
-- `self` object, and therefore, has to be carefully used, or otherwise it can create
-- huge memory usage. In order to avoid this, variables can be deleted from the execution
-- context using a specific command (`npc.commands.del_var(key)`). Also, as basic
-- memory management routine, the `execution context` is cleared after the end of
-- executing a script.
-- To keep global variables, use the npc.command.get/set_flag() API which is not
-- deleted after execution.
------------------------------------------------------------------------------------------
npc.commands = {}
--local registered_commands = {}
npc.commands.default_interval = 1
npc.commands.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 commands with doors or openable nodes
npc.commands.const = {
doors = {
command = {
OPEN = 1,
CLOSE = 2
},
state = {
OPEN = 1,
CLOSED = 2
}
},
beds = {
LAY = 1,
GET_UP = 2
},
sittable = {
SIT = 1,
GET_UP = 2
}
}
npc.commands.internal_values = {
POS = "self_pos",
-- Note: The following is by mobs_redo.
STANDING_IN = "node_standing_in"
}
npc.commands.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.commands.one_nps_speed = 0.98
--npc.commands.one_half_nps_speed = 1.40
--npc.commands.two_nps_speed = 1.90'
npc.commands.one_nps_speed = 1
npc.commands.one_half_nps_speed = 1.5
npc.commands.two_nps_speed = 2
npc.commands.take_from_inventory = "take_from_inventory"
npc.commands.take_from_inventory_forced = "take_from_inventory_forced"
npc.commands.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.commands.execute(self, command, args)
if command == npc.commands.cmd.SET_INTERVAL then
--
return npc.commands.set_interval(self, args)
elseif command == npc.commands.cmd.FREEZE then
--
return npc.commands.freeze(self, args)
elseif command == npc.commands.cmd.ROTATE then
--
return npc.commands.rotate(self, args)
elseif command == npc.commands.cmd.WALK_STEP then
--
return npc.commands.walk_step(self, args)
elseif command == npc.commands.cmd.STAND then
--
return npc.commands.stand(self, args)
elseif command == npc.commands.cmd.SIT then
--
return npc.commands.sit(self, args)
elseif command == npc.commands.cmd.LAY then
--
return npc.commands.lay(self, args)
elseif command == npc.commands.cmd.PUT_ITEM then
--
return npc.commands.put_item_on_external_inventory(self, args)
elseif command == npc.commands.cmd.TAKE_ITEM then
--
return npc.commands.take_item_from_external_inventory(self, args)
elseif command == npc.commands.cmd.CHECK_ITEM then
--
return npc.commands.check_external_inventory_contains_item(self, args)
elseif command == npc.commands.cmd.USE_OPENABLE then
--
return npc.commands.use_openable(self, args)
elseif command == npc.commands.cmd.USE_FURNACE then
--
return npc.commands.use_furnace(self, args)
elseif command == npc.commands.cmd.USE_BED then
--
return npc.commands.use_bed(self, args)
elseif command == npc.commands.cmd.USE_SITTABLE then
-- Call use sittable task
return npc.commands.use_sittable(self, args)
elseif command == npc.commands.cmd.WALK_TO_POS then
-- Call walk to position task
--minetest.log("Self: "..dump(self)..", Command: "..dump(command)..", args: "..dump(args))
return npc.commands.walk_to_pos(self, args)
elseif command == npc.commands.cmd.DIG then
-- Call dig node command
return npc.commands.dig(self, args)
elseif command == npc.commands.cmd.PLACE then
-- Call place node command
return npc.commands.place(self, args)
end
end
-- TODO: Thanks to executor function, all the functions for Commands and Tasks
-- should be made into private API
---------------------------------------------------------------------------------------
-- Commands
---------------------------------------------------------------------------------------
-- Expression Helper functions
-- These functions provides validation and evaluation logic for the three custom
-- arguments supported:
-- - variable expression string
-- - function expression table
-- - boolean expression table
npc.commands.expr = {}
npc.commands.expr.boolean_operators = {
EQUALS = "equals",
NOT_EQUALS = "not_equals",
GREATER_THAN = "greater_than",
GREATER_THAN_EQUALS = "greater_than_equals",
LESS_THAN = "less_than",
LESS_THAN_EQUALS = "less_than_equals"
}
local function get_variable_arg(arg)
if type(arg) == "string" then
local var_exp = string.split(arg, ":")
if var_exp[1] == "var" or var_exp[1] == "ivar" then
return arg, true
end
end
return arg, false
end
local function evaluate_variable_arg(self, var_arg)
local var_exp = string.split(var_arg, ":")
if var_exp[1] == "var" then
return npc.commands.get_var(self, {key=var_exp[2]})
elseif var_exp[1] == "ivar" then
return npc.commands.get_internal_var(self, {key=var_exp[2]})
end
end
local function get_function_arg(arg)
if type(arg) == "table" then
-- Check if this is a function expression table. If it
-- is and is well defined, return it.
if arg.func and arg.args then
return arg, true
end
end
return arg, false
end
local function evaluate_function_arg(func_arg)
return func_arg.func(unpack(func_arg.args))
end
local function get_boolean_arg(arg)
if type(arg) == "table" then
if (arg.left_side and not(arg.operator and arg.right_side))
or (arg.left_side and arg.operator and arg.right_side) then
return arg, true
end
return arg, false
end
end
local function evaluate_boolean_arg(bool_arg)
local left_side = npc.commands.expr.evaluate_argument(bool_arg.left_side)
local right_side, operator
if bool_arg.right_side then
right_side = npc.commands.expr.evaluate_argument(bool_arg.right_side)
operator = bool_arg.operator
end
if right_side then
if operator == npc.commands.expr.boolean_operators.EQUALS then
return left_side == right_side
elseif operator == npc.commands.expr.boolean_operators.NOT_EQUALS then
return left_side ~= right_side
elseif operator == npc.commands.expr.boolean_operators.GREATER_THAN then
return left_side > right_side
elseif operator == npc.commands.expr.boolean_operators.GREATER_THAN_EQUALS then
return left_side >= right_side
elseif operator == npc.commands.expr.boolean_operators.LESS_THAN then
return left_side < right_side
elseif operator == npc.commands.expr.boolean_operators.LESS_THAN_EQUALS then
return left_side <= right_side
end
else
return left_side
end
end
-- This function identifies the type of argument we are dealing with.
function npc.commands.expr.get_argument_type(arg)
local _, check = get_function_arg(arg)
if check then
return "function_expression"
else
_, check = get_variable_arg(arg)
if check then
return "variable_expression"
else
_, check = get_boolean_arg(arg)
if check then
return "boolean_expression"
end
end
end
return type(arg)
end
function npc.commands.expr.evaluate_argument(arg)
local argument_type = npc.commands.expr.get_argument_type(arg)
if argument_type == "function_expression" then
return evaluate_function_arg(arg)
elseif argument_type == "variable_expression" then
return evaluate_variable_arg(arg)
elseif argument_type == "boolean_expression" then
return evaluate_boolean_arg(arg)
else
return arg
end
end
--------------------------
-- Declarative commands --
--------------------------
-- These commands declare, assign and fetch variable values
-- This command sets the value of a variable in the execution context.
-- If the variable doesn't exists, then it creates the variable and
-- sets its value.
-- Arguments:
-- - key: variable name
-- - value: variable value
-- Returns: Nothing
function npc.commands.set_var(self, args)
if args.key then
local result = npc.execution_context.get(self, args.key)
if result then
npc.execution_context.set(self, args.key, args.value)
else
npc.execution_context.put(self, args.key, args.value, false)
end
end
end
-- This command returns the value of a variable in the execution context.
-- If the variable doesn't exists, returns nil.
-- Arguments:
-- - key: variable name
-- Returns: variable value if found, nil otherwise
function npc.commands.get_var(self, args)
if args.key then
return npc.execution_context.get(self, args.key)
end
end
-- This command returns the value of an internal NPC variable.
-- These variables are the self.* variables, limited for security
-- purposes. The list of retrievable values is defined in
-- npc.commands.internal_values.*
-- Arguments:
-- - key: internal value as specified in npc.commands.internal_values.*
-- Returns: internal value
function npc.commands.get_internal_var(self, args)
local key = args.key
if key then
if key == npc.commands.internal_values.POS then
return self.object:getpos()
elseif key == npc.commands.internal_values.STANDING_IN then
return self.standing_in
end
end
end
-- This command deletes a variable from the execution context.
-- If the deletion is successful, it returns the value of the deleted
-- variable. If not, it returns nil
-- Arguments:
-- - key: key-name of the variable to be deleted
function npc.commands.del_var(self, args)
local key = args.key
if key then
return npc.execution_context.remove(self, key)
end
end
-----------------------
-- Control commands --
-----------------------
-- The following command alters the timer interval for executing commands, therefore
-- making waits and pauses possible, or increase timing when some commands want to
-- be performed faster, like walking.
function npc.commands.set_interval(self, args)
local self_actions = args.self_actions
local new_interval = args.interval
local freeze_mobs_api = args.freeze
self.commands.action_interval = new_interval
return not freeze_mobs_api
end
-- The following command is for allowing the rest of mobs redo API to be executed
-- after this command ends. This is useful for times when no command is needed
-- and the NPC is allowed to roam freely.
function npc.commands.freeze(self, args)
local freeze_mobs_api = args.freeze
local disable_rightclick = args.disable_rightclick
if disable_rightclick ~= nil then
npc.log("INFO", "Enabling interactions for NPC "..self.npc_name..": "..dump(not(disable_rightclick)))
self.enable_rightclick_interaction = not(disable_rightclick)
end
return not(freeze_mobs_api)
end
-- This command allows the conditional execution of two array of commands
-- depending on the evaluation of a certain condition. This is the typical
-- if-else statement of a programming language. If-else can be nested.
-- Arguments:
-- - `condition`: accepts two values:
-- - `boolean`: Lua boolean expression, any expression that evaluates to `true` or `false`.
-- - `table`: A boolean expression table.
-- - `true_commands`: an array of commands to be executed when the condition
-- evaluates to `true`
-- - `false_commands`: an array of commands to be executed when the condition
-- evaluates to `false`
function npc.commands.if_else(self, args)
end
-- This command works as the types of loops, depending on the arguments
-- given. It can work as a while, a for and a for-each loop. Loops can
-- be nested.
-- While-loop arguments:
-- - `name`: string, a key-name for this loop. Default is nil. If given,
-- it gives access to the number of times the loop has executed.
-- - `condition`: boolean, the loop will be executed as long as this condition
-- evaluates to `true`
-- - `commands`: array, array of commands to be executed during the loop
--
-- For-loop arguments:
-- - `name`: string, a key-name for this loop. Default is `nil`. If given, it
-- gives access to the number of times this loop has executed.
-- - `initial_value`: integer, the starting value of the for-loop. If left
-- blank, default value is `1`.
-- - `condition`: boolean, the loop will be executed as long as this condition
-- evaluates to `true`.
-- - `modifier`: function, the loop will execute this modifier at the end of
-- every iteration. If left blank, default is: initial_value + 1
-- - `commands`: array, array of commands to be executed during the loop
--
-- Both of these loops store how many times they have been executed. To
-- access it, it is required to give pass the argument `name`. Then the
-- value will be stored on the execution context and the value retrievable
-- with `npc.commands.get_context(key)`, where `key` is the `name` argument.
--
-- For-each-loop arguments:
-- - `name`: string, a key-name for this loop. Default is `nil`. If given, it
-- gives access to the number of times this loop has executed and the current
-- value of the array/table being evaluated.
-- - `iterable`: array or table of key-value pairs, this is an iterable array
-- or table for which the loop will execute commands at every element in the
-- iterable array/table.
-- - `commands`: array, array of commands to be executed during the loop
-- To get the current element being iterated in a for-each loop, you need to define
-- the `name` argument. Then, the value will be stored in the execution context and
-- will be retrievable with `npc.commands.get_context(key)`. It will return a table
-- like this: {loop_count = x, current_value = y}
function npc.commands.loop(self, args)
end
--------------------------
-- Interaction commands --
--------------------------
-- This command 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.commands.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 command 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.commands.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.commands.take_from_inventory then
if npc.take_item_from_inventory(self, node, 1) then
place_item = true
end
elseif source == npc.commands.take_from_inventory_forced then
npc.take_item_from_inventory(self, node, 1)
place_item = true
elseif source == npc.commands.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 query for nodes and entities within a radius.
-- Parameters:
-- - query_type: string, specifies whether to query nodes or entities.
-- Default value is "node". Accepted values are:
-- - "node"
-- - "entity"
-- - position: table or string, specifies the starting position
-- for query. This should be the center of a square box. If
-- given a String, the string should be the place type.
-- Two types of tables are accepted:
-- - A simple position table, {x=1, y=1, z=1}
-- - An improved position table in this format:
-- {
-- place_category = "",
-- place_type = "",
-- index = 1, (specific index in the places map)
-- use_access_node = false|true,
-- }
-- - radius: integer, specifies the radius of the square box to search
-- around the starting position.
-- - result_type: string, specifies how to return results. Accepted
-- values are:
-- - "first": Get the first result found (default if left blank),
-- - "nearest": Get the result nearest to the NPC,
-- - "all": Return array of all results
function npc.commands.query(self, args)
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.commands.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 command 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.commands.rotate(self, args)
local dir = args.dir
local yaw = args.yaw or 0
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.commands.get_direction(start_pos, end_pos)
end
-- Only yaw was given
if yaw and not dir and not start_pos and not end_pos then
self.object:setyaw(yaw)
return
end
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.commands.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.commands.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.commands.walking.target_pos = target_pos
-- Set is_walking = true
self.commands.walking.is_walking = true
end
-- Rotate NPC
npc.commands.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 command makes the NPC stand and remain like that
function npc.commands.stand(self, args)
local pos = args.pos
local dir = args.dir
-- Set is_walking = false
self.commands.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.commands.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 command makes the NPC sit on the node where it is
function npc.commands.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.commands.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 command makes the NPC lay on the node where it is
function npc.commands.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.commands.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.commands.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.commands.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.commands.get_openable_node_state(node, pos, npc_dir)
--minetest.log("Node name: "..dump(node.name))
local state = npc.commands.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.commands.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.commands.use_openable(self, args)
local pos = args.pos
local command = args.command
local dir = args.dir
local node = minetest.get_node(pos)
local state = npc.commands.get_openable_node_state(node, pos, dir)
local clicker = self.object
if command ~= state then
minetest.registered_nodes[node.name].on_rightclick(pos, node, clicker, nil, nil)
end
end
---------------------------------------------------------------------------------------
-- Tasks functionality
---------------------------------------------------------------------------------------
-- Tasks are operations that require many commands 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.commands.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.commands.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.commands.cmd.PUT_ITEM, args)
-- Now, set NPC to wait until furnace is done.
npc.log("DEBUG", "Setting wait command for "..dump(total_cook_time))
npc.add_action(self, npc.commands.cmd.SET_INTERVAL, {interval=total_cook_time, freeze=freeze})
-- Reset timer
npc.add_action(self, npc.commands.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.commands.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.commands.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, command can be lay or get up
function npc.commands.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 command = args.command
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 command == npc.commands.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.commands.nodes.beds[node.name].get_lay_pos(pos, dir)
-- Sit down on bed, rotate to correct direction
npc.add_action(self, npc.commands.cmd.SIT, {pos=bed_pos, dir=(node.param2 + 2) % 4})
-- Lay down
npc.add_action(self, npc.commands.cmd.LAY, {})
if enable_usage_marking then
-- Set place as used
npc.places.mark_place_used(pos, npc.places.USE_STATE.USED)
end
self.commands.move_state.is_laying = true
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.commands.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.commands.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.commands.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.commands.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.commands.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
self.commands.move_state.is_laying = false
end
end
-- This function makes the NPC lay or stand up from a bed. The
-- pos is the location of the bed, command can be lay or get up
function npc.commands.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 command = args.command
local enable_usage_marking = args.enable_usage_marking or true
local node = minetest.get_node(pos)
if command == npc.commands.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.commands.nodes.sittable[node.name].get_sit_pos(pos, node.param2)
-- Sit down on bench/chair/stairs
npc.add_action(self, npc.commands.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
self.commands.move_state.is_sitting = true
else
if self.commands.move_state.is_sitting == false then
npc.log("DEBUG_ACTION", "NPC "..self.npc_name.." attempted to get up from sit when it is not sitting.")
return
end
-- 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.commands.get_direction: "..dump(npc.commands.get_direction))
--minetest.log("Pos: "..dump(pos))
-- Get direction to the empty node
dir = npc.commands.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.commands.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
self.commands.move_state.is_sitting = false
end
end
-- This function returns the direction enum
-- for the moving from v1 to v2
function npc.commands.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.commands.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 command to
-- rotate NPC into that direction
if use_access_node == true then
local dir = npc.commands.get_direction(end_pos, node_pos)
npc.add_action(self, npc.commands.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.commands.walking.path = path
-- Local variables
local door_opened = false
local speed = npc.commands.two_nps_speed
-- Set the command timer interval to half second. This is to account for
-- the increased speed when walking.
npc.add_action(self, npc.commands.cmd.SET_INTERVAL, {interval=0.5, freeze=true})
-- Set the initial last and target positions
self.commands.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.commands.get_direction(path[i].pos, end_pos)
-- Add the last step
npc.add_action(self, npc.commands.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.commands.get_direction(end_pos, node_pos)
end
minetest.log("Dir: "..dump(dir))
-- Change dir if using access_node
npc.add_action(self, npc.commands.cmd.STAND, {dir = dir})
break
end
-- Get direction to move from path[i] to path[i+1]
local dir = npc.commands.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.commands.get_openable_node_state(node, path[i+1].pos, dir) == npc.commands.const.doors.state.CLOSED then
--minetest.log("Opening command to open door")
-- Stop to open door, this avoids misplaced movements later on
npc.add_action(self, npc.commands.cmd.STAND, {dir=dir})
-- Open door
npc.add_action(self, npc.commands.cmd.USE_OPENABLE, {pos=path[i+1].pos, dir=dir, command=npc.commands.const.doors.command.OPEN})
door_opened = true
end
end
-- Add walk command to command queue
npc.add_action(self, npc.commands.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.commands.cmd.WALK_STEP, {dir = dir, speed = speed, target_pos = path[i+2].pos})
-- Stop to close the door
npc.add_action(self, npc.commands.cmd.STAND, {dir=(dir + 2) % 4 })--, pos=pos_on_close})
-- Close door
npc.add_action(self, npc.commands.cmd.USE_OPENABLE, {pos=path[i+1].pos, command=npc.commands.const.doors.command.CLOSE})
door_opened = false
end
end
-- Return the command interval to default interval of 1 second
-- By default, always freeze.
npc.add_action(self, npc.commands.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